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Caperfin's Guide to Shaman Tanking
by Caperfin • 29th January 2020

About Author
Image Hi, my name is Caperfin and welcome to my guide! I'm known around the community for pushing World of Warcraft to its limit for five years, redefining what classes can do and transcribing it into comprehensible guides for the community. If a subject is not addressed or poorly, please let me know. Also, If you have any questions after having read the guide, feel free to drop by the stream and ask questions.

Let's begin!

Imageimages/avatars/gallery/WoW%20Classic/Armor/INV_Shield_09.pngCan Shamans tank in original World of Warcraft? The short and to the point answer is, yes. You might be rubbing your eyes right now in disbelief of this answer. Perhaps concocting up an entire five page manifesto around how only warriors can and should tank. Although, I could 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.

Buffs + Consumables
Gear + Enchants
AoE Tanking
Raid Composition
Dungeon/Raid Tanking Strats
TBC Preparations

Image/images/avatars/gallery/WoW%20Classic/Races%20and%20Classes/shaman.png My intent and statement with this guide is not to upset anyone or downplay different classes but to bring to light a rarely talked about topic of the game. Nothing about what will be detailed in this guide is orthodox, many distinctive elements can be tied to other hybrid classes looking to stray away from the path of normality.

The topic of viable and optimal is controversial as some don't see the difference or mix them up and impose a misguided philosophy onto it. Put simply, optimal is the most efficient and foolproof solution to solve a problem that eliminates as many negative variables as possible and favors a more easy going route. Next, is Viable or often referred to as: possible, which is seen as the more challenging path to take but to many feels like a greater personal achievement.

Shamans are classified into viable. Many shaman tanks will agree their motivation comes from the glory of accomplishing a feat the rest of the realm population dares not try. If this sounds like you, I encourage you to continue reading on. To restate my point, you shaman tank if you want a challenge and a refreshing perspective from a 15 year old game. If it wasn't obvious before, shield bearing is a sizable undertaking. When experienced players pick up a shaman tank and put in the effort, it shines tenfold. Shamans can fully tank 5mans, 10mans, off-tanking and main-tank raids. But, this is reliant on personal and guild experience. I should point out, a shaman's overall defensive statistics will never approach a warrior's. However, it isn't necessary to do so to tank.


Shamans don't exist on the Alliance faction, therefore, we are being relegated to spend our fighting days with the Horde. As for race, choose wisely as once the decision is made there is no going back. Remember, you'll be staring at your character for a long time. Therefore, players may want to consider their character's appearance as a key factor as it may entice them to play more. All races have their advantages but in the grand scheme, they're minor compared to other notions. There is no wrong race selection when it comes to shaman tanking. Also, feel free to watch the video on the left to learn more about the race options.

Tauren : Nature Resistance increased by 10. : After 0.5 sec, stun up to 5 enemies within 8 yds for 2 sec. (very good in dungeons) : Total Health increased by 5%. : Herbalism skill increased by 15.

What does this mean?: The ideal race for defensive purposes. In regards to War Stomp, be cautious you cannot dodge, block, or parry while casting the spell. However, its overall usefulness outweigh this slight inconvenience.

Troll / : Increases chance to hit with bow and thrown while increasing damage. : Whether it be physical or magical, all damage against creatures categorised as Beasts is bolstered by 5%. : Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. : Increases your spell casting and attack speed by 10% to 25%. At full health the speed increase is 10% with...

What does this mean?: A superb race at generating threat and with the proper amount of effort can be the optimal threat inducing race.

Orc : Increase chance to hit with one handed and two handed axes and increases damage done with them. : Increases base melee attack power by 25% for 15 sec & reduces healing effects on you by 50% for 25 sec... : Chance to resist Stun effects increased by an additional 25%. (Sadly, will rarely if ever see any usage in PvE) : Physical & magical damage dealt by Hunter and Warlock pets is improved by 5%. (Shamans don't have pets)

What does this mean?: Akin to the Troll, the focal point of Orc is threat. But there are strict limitations in place as Orc must have an Axe equipped, which may seem unrealistic to some.


The most beneficial profession to tanking is Engineering. It will grant access to valuable tools, ex: , , as well as many others. The second most useful profession, is whatever profession grants the highest amount of gold on your realm. Large amounts of gold allows you to buy useful potions, ex: , as well as meaningful consumable food, ex: , among many other items. In conclusion, one profession for generating a lot of gold and Engineering for its many tools.


The four most impactful threat generating Shaman spells are: , , and . Consumable items also deal threat, ex: based on the Health & Mana replenished. In general, Health gained will deal threat based on a quarter of the amount replenished and Mana half. Next, damage dealing items, ex: dishes out threat equal to the damage. Similarly, so do reflective type effects, ex: . Lastly, certain items induce pure threat each time their Debuff is triggered, ex: .


Install a threat tracking addon, ex: ThreatClassic 2, which will show the threat of your group/raid. Classes can reduce threat with items ex: , with talents, ex: . Reduce the threat of others thanks to spells, ex: . Wipe all threat with abilities, ex: & items, ex: . For a while, prevent Aggro, ex: . Lastly, redirect aggro, ex: (taunts the target). Finally, classes within the 30-40 yard range won't draw aggro until they outweigh the threat level of the mob's current target by 30%, as opposed to 10% for melee classes.


Totems trigger the Global Cooldown (1.5 sec) during this time it's not possible to cast shaman spells, therefore, be sure you don't have anything urgent to cast. Contrary to popular belief, Totems are incapable of generating threat that is redirectable to you. The most common totems are , and . Only one totem type can be active at a time per Shaman. If two totems with the same effect are placed their effects will not stack. Try and coordinate totems with other Shaman in the group if any. Fire totems offer no value other than some clever techniques around aggro through damage. See the video to learn more.

[nbsp] : A boost in attack power and thus threat. Optimally, put by another shaman with .
[nbsp] : Gives melee damage mitigation and is put by us or another shaman who has: in the group.
[nbsp] : Deals ~230 threat each pulse. Great for AoE tanking a pack of mobs.
[nbsp] : A tool for kiting/running possible unbound trash in an instance.
[nbsp] : Mainly a situational totem to use when a boss encounter has fear, charm and sleep mechanics.

[nbsp] : Beneficial for fights involving high doses of frost damage.
[nbsp] : Ideal for bursting down low hp adds on encounters. Fire totems are seen as a lavish luxury as they don't generate threat for us.
[nbsp] : Fire totems crit & scale with spell damage.
[nbsp] : Good for AoE. Can aggro and survive a melee hit from a loose mob within a pack you don't have aggro on yet.
[nbsp] : Sadly, it places a weak temporary weapon enchant and rarely if ever sees any relevance. AVOID using this.

[nbsp] : Gives 4% dodge and agility is welcomed by others. Optimally put, by a shaman with .
[nbsp] : Advantageous for fights involving high doses of nature damage, such as in: Ahn’Qiraj and Zul'Gurub.
[nbsp] : Every party within a raid group should typically have a Shaman using this, with the exception of the tank group within a raid.
[nbsp] : Useful for redirecting ranged spells from susceptible mobs and bosses.
[nbsp] : rarely if ever sees any relevance.
[nbsp] : No benefit for us, since we already have a temporary weapon enchant in the form of Rockbiter. But helps others.

[nbsp] : Optimally, put by a shaman with: . It doesn't give us threat.
[nbsp] : Typically, used if Mana Spring Totem is put by another shaman. Healing Spring Totem can't generate threat.
[nbsp] : Indispensable on fights with high poison output, ex: AQ bosses.
[nbsp] : Pragmatic for fights involving high amounts of fire damage, ex MC.
[nbsp] : Unfortunately, rarely sees the light of day.


Dungeon tanking become easier with practice eventually you'll reach a point tanking can be safely done with any talent setup possible. However, I still recommend having tank gear on you. If you are Shaman tanking for the first time, it's recommended to go (16/35/0) which grabs, . This talent setup provides consistent threat per second for raids and strives on short boss fights. The second setup is (21/30/0) focusing more on magical damage with key talents as: . It will demand many prerequisites to unleash its potential but will yield good results on long boss fights.


Pre-Pull: Cast . Have all Buffs your group or raid can provide on you. Cast . Place totems, typically: , & . Take a second to mark the mobs in front of you by right-clicking their portrait, pick Raid Target Icon and choose from either a Skull = kill first, a red X = kill second, a blue square = Hunter trap and lastly is a moon = Polymorph. Pulling: Begin by casting , followed after by as many possible to potentially activate the talent, . Finally, cast an .

Combat: If the raid has many well geared damage dealing classes, use to assure the first few Earth Shocks hit. Throughout the fight, use the appropriate rank of Earth Shock that reflects your mana and threat situation. Although, can't be downranked, it also will be used in similar situations. If Lightning Shield disappears, reapply it. If your facing all of a sudden potential death, swap to a defensive weapon, ex: be sure it has & , use (will aggro the boss), use , potentially use, & in quick succession.

This is a more complex rotation mainly for raid tanking, it yields superb results but requires good gear, Buffs, etc... If you can't perform every single action below don't get discouraged, it's mostly to showcase the maximum potential possible to achieve monumental feats.

Pre-Pull: Activate . Unequip all gear and cast Rank1 Lightning Bolt on the rat to trigger and (if 21/30/0) . Equip a gear set with the most spell damage possible and have another shaman with the (8/8) gear set cast on you until you get . Once the Buff appears, swap to your normal tank gear but keep a high spell damage weapon, ex: with and on the weapon
Pre-Pull Situational: You can also equip and hit the rat in the hopes of triggering the weapon's strength effect. If the effect appears, swap to your usual weapon and the effect will remain. Furthermore, you can try and aim for a trigger.
Pre-Pull Situational: Someone in the party can: the rat to give the party +250 attack power.

Pulling: Have a Hunter pull the boss and be on the opposite side to create the most walking distance for the boss. A second before the Hunter pulls, cast , , and . Use . Cast and swap to your normal weapon & shield.
Pulling - Situational: If the first Earth Shock misses, swap to a two-handed weapon w/ and after swap to your normal weapon and shield.


There is a max of 32 Buffs, avoid getting close to the max as it may result in Buffs getting accidentally pushed off. Talents, Set bonuses and Equip effects don't count. A Buff Cap Calculator is used to see how many you have and what stacks. Prioritize stockpiling defensive Buffs, ex: before getting Threat Buffs, ex: . Here's a link to Realistic Defensive Buffs. Next are consumables, which also provide passive Buffs but some have instant active effects, ex: , as well as , among others.

Threat Increasing Buffs

- : (If someone hands in or . Common but be in Orgrimmar)
- : Improved by talent: (the resistance doesn't stack with Shaman Resistance Totems)
- : +5% damage to melee, range and spell damage dealt. Gained upon turning in Silithyst dust at Hive'Regal.
- : (From an easy & repeatable quest in Felwood, .)
- : (Obtained if someone hands in , which is common but you must be in Booty Bay/Yojamba isle)

Attack Power:
- : Used on a mob before a boss fight. (can backfire giving group attack power instead, usually done by healers)
- : +200 Attack Power (from Dire Maul North Tribute)
- : +100 Attack Power. (An ability within the Hunter Marksmanship talent tree)
- : +185 Attack power for 2 min. (improvable by the talent & Tier2 set " ")
- : (From the Winterspring repeatable quest: . Must have in inventory to use item.)

Attack Speed:
- : +5% attack speed to group for 4 min, has a chance to happen on each attack made by .
- : +40% movement speed. +30% attack speed for 1 hour. (from the non-repeatable air totem quest, Call of Air)

- : +25 Agility. (from repeatable quest: in the Blasted Lands)
- : +25 Agility, +2% Melee Critical Strike chance. (purchasable through Auction House.)
- : +77 Agility (effect is increased by )
- : +10 Agility for 10min. (can't stack with other food Buffs, such as: )

- : +77 Strength. (effect increased by shaman talent, )
- : (From the Winterspring repeatable quest: . Must have in inventory to use item.)
- from : Strength bolsters damage also the trigger of the Buff causes pure global threat.

Spell Critical Strike Chance:
- : Available in Phase 6. (Can't stack with )
- : +3% Spell Crit for 2 hours. (From Dire Maul North Tribute)
- : +3% Spell Crit. (An ability from the Druid Balance talent tree)(Can't stack with )

- : +31 Intellect.

Mana Regenerative:
- : (the Mana gain doesn't cause threat to anyone but grants mana to cast spells which do cause threat)
- : (the Mana gain doesn't cause threat to anyone but grants mana to cast spells which do cause threat)
- : Increases Mana regen by 400% for 20 sec.
- from (2/2) bonus.

Reflective Effects:
- : The highest damage dealing reflective effect. (Scales with the Spell Damage you have when the effect triggers.)
- : Second highest damage reflective Buff. (Improved by (3/3) tier set bonus & talent, .)
- : Deals threat when the effect is applied on the target. Continues to deal threat even if the effect is already present.
- : (From repeatable quest " " in Un'goro Crater & anyone can cast it on you) (can't stack w/ )
- : Applied by a Warlock's imp. Deals 13 Fire damage to melee attackers. (Improved by Warlock talent, )

Spell Damage Increasers:
- : Only 1 flask effect can be active at a time. Activating another flask causes the previous one to disappear.
- : (can't stack w/ ) Bolsters the damage of .
- : (Ability within the Priest Discipline talent tree) Optimally, put on you for the pulling & execute phase of a boss fight.
- : Put on a spell damage weapon, ced weapon is swapped once Lightning Bolt hits the mob. (See Rotation)
- : +40 fire spell damage for 30 min. Used to increase the damage of .

- : Triggering it & then un-equipping it will cause the Buff to stay. (Get hit by a mob before engaging the boss.)
- : Interrupts the swing timer, only use before a fight or when switching targets. (purchasable through Auction House.)
- : Takes 2 Buff slots, 1 passive & 1 active. Stacks with another Food Buff if consumed after. Scales with Spell Damage.)

- : TBD:(might cause threat through the Druid Tier3 (2/2) set bonus, )

Defensive Increasing Buffs

Stamina & Health:
- : +10% Stamina for 2hrs. (from Darkmoon Faire, from the quest, Sayge's Fortunes).
- : +25 Stamina. (can’t stack with other food Buffs, such as: )
- : (By fishing in many kinds of pools, mainly Floating Wreckage in Stranglethorn Vale or bought from AH).
- : +54 Stamina. (effect is increasable through the priest talent, )
- : +15% Stamina overall for 2hrs. (From Dire Maul North Tribute)
- : Bought from Rin'wosho with . Tokens are gained through quests, ex: .
- : Warlock must be in the group for the "Aura" Buff to remain.(effect increased by Warlock talent, )
- : +1200 HP for 2 hours. The most significant defensive Buff out there for Shaman tanks.
- : +120 HP for 1 hour.
- : +50 HP stacks fives times, resulting in 250 HP. From the (6/6) tier set bonus available in Phase 6.

- : (Obtained when someone hands in , which is common, you must be in Orgrimmar)

- : Has a 2 minute cooldown with potions, ex: & .
- : +450 Armor for 1 hour. (can't stack w/ )
- : +10% Armor for 10min. (from the PvP Battleground Alterac Valley quest, . Persists out of Battleground)
- : +200 Armor. From repeatable quest " " in Un’Goro Crater. (can't stack w/ )
- : Increases armor by 25% for 15 sec, shares the same effect as , they can't stack with each other.

- : Effect is improved by & .
- : (Healers can trigger its effect on you before a fight and swap it out for another trinket and the effect will remain)
- : From the (4/4) tier set bonus.

- : +3% dodge for 30 min. (one time usable item from the Dungeon Set 1 quest chain)
- : (from repeatable quest, . Must have in inventory to use item)

Heal over time:
- : (Effect improved by . The healing doesn't cause threat to anyone)
- : From (8/8) tier set.
- : Heal for 888 over 12 sec. (increased by the talent, )
- : Heal for 1064 over 21 sec.
- : Heal for 970 damage over 15 sec. (increased by the talent, )

Pure Damage Reducers:
- : Reduce melee damage taken by 30. (effect bolstered by shaman talent, )
- : Useful for magical heavy fights. (effect is bolstered by mage talent, ).
- : Useful for physically heavy fights. (effect is bolstered by mage talent, ).

Resistance Increasing Buffs

- : Absorbs 1950 to 3250 fire damage.
- : +60 fire resistance.
- : Absorbs 1500 to 2500 fire damage. (Available in Phase 6.)
- : +15 fire resistance for 10 min.

- : Absorbs 1950 to 3250 frost damage.
- : +60 frost resistance.
- : +15 frost resistance for 10 min.

- : Absorbs 1950 to 3250 nature damage.
- : +60 nature resistance.

- : Absorbs 1950 to 3250 shadow damage.
- : Increases Frost and Shadow resistance by 10 for 1 min.
- : +30 Shadow resistance for 10 min.
- : +10 Shadow resistance for 30 min.


A maximum of 16 Debuffs can be on a target. Having as many Debuffs possible is negligible for dungeons but paramount for raids. There are defensive Debuffs, ex: and threat Debuffs, ex: among others. With the raid leader's permission offer recommendations on optimal Debuffs that suits your needs without overstepping. As Shaman tanks, we can dispense and , which will result in a higher damaging and therefore more threat. Keep in mind, Stormstrike's Debuff can perish by among other nature damaging effects.

Armor Reduction:
- : - 290 armor but bolsters melee attack power by 45. Only 1 warlock curse can be active on any 1 target.
- : Can't stack w/ but reduces more than it, if the rogue has the talent: .
- : Can't stack w/ .
- from : Reduces an enemy's armor by 200. Stacks up to 3 times.
- or : They can't stack with each other but perform the exact same function.

Miss Chance:
- : Reduces hit chance by 10%. (Cast by healers, has a cast time, tied to spell hit. A rotation of it can be made.)
- : Reduces hit chance by 2%. Typically, applied by a healing druid or a balance druid.

Slower Attacks:
- from : Takes up 2 Debuff slots. (can't stack w/ )
- : (can't stack w/Thunderfury). Improved by 5 pieces .

Fire Damage:
- : Mainly used to increase the damage of . Chili deals fire damage in a cone in front of you.
- from : Mainly used to increase the damage of Dragonbreath Chili.
- : Mainly used to increase the damage of Dragonbreath Chili.

Nature Damage:
- : Used by you or another Shaman to bolster . Charges of the Debuff are useable by .

General Damage Taken:
- from : Bolsters the damage the target takes also deals threat when the Debuff is applied on the target.

General Magical Damage:
- from : Mainly used to bolster the damage of Earth Shock and Lightning Shield.

Physical Damage Reduction
- : Effect is increased by the Warrior talent, and .
- : Effect is increased by the Warlock talent, and .


When gearing, concentrate at cementing your survival before improving threat. It's recommended to have 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. Melee Hit for Raid tanking, 6%. 10%-12% Spell Hit for raid tanking is advised, helps. Gearing to bolster threat can start becoming complex, if Buffs are involved, I suggest Jannon's TPS Simulator. You cannot swap gear in combat, except for a weapon & shield. Enabling the swapping to a defensive weapon, ex: , if survival seems grim.

Below is a Gear Spreadsheet displaying gear progression: Raw Link:

Note: An item of notable value to shaman tanking is: This trinket can be activated before a boss fight and swapped out for another item and its effect will remain, these valuable types of items are referred to as "Pre-Activated Items". These items are very situational and not included in the Gear Spreadsheet above. However, some will be listed below. : Can be swapped out... lasts 40 sec, will heal if caster is below 50%. : Can be swapped... great against bosses that cast magical spells.


Enchants enable us to further round out our character. There are two categories of enchants for Shaman tanks, defensive, ex: . And offensive, ex: . Acquiring is not necessary to benefit from the profession's advantages. Simply, give the Enchanter the required enchanting materials and they will enchant your gear for a small gold tip. Getting all your gear enchanted can end up being very costly, I suggest enchanting gear, if you're absolutely certain it wouldn't get upgraded for a long time.


When it comes to AoE tanking, a Shaman must go above and beyond since it not only requires a prerequisite understanding of how to tank one target but many at a time. Thankfully, there are measures to help maintain AoE scenarios better, such as: , and among others. Furthermore, it's important to switch and attack some other target periodically. AoE raid tanking is demanding and many who want to solidify their execution may want to go a talent build with to if pops. A single Chain Lightning can go cleanly due to aggroing mobs.


With the raid leader's permission offer your advice on an ideal raid composition that suits to your needs without overstepping. Within our group, we appreciate a warlock with a warrior with , a hunter capable of dispensing us , etc... (see video). If we can choose the damage dealing classes to bring to the raid, we prefer ranged classes over melee. If melee classes are required, we opt for rogues. Groups with warriors and warlocks should preferably have a shaman providing . And finally,
a druid is welcomed for a potential sent our way.

raidtankingDungeon & Raid Tanking Strats
This section will explore dungeon and raid Tanking strategies and assumes you are putting in the effort and have carefully read everything detailed in this guide.

Dire Maul East has some nature immune mobs, they appear plant-like. Resort to using for these mobs and equip a two-handed weapon, if you can comfortably survive without a shield. If a priest and/or a druid is present make sure , & are on you. When engaging a pack of mobs, place down and attack each mob at least once. is suggested if you have problems holding aggro on a pack of mobs (see AoE tanking to learn more).

Notable pieces of gear: Zevrim Thornhoof drops . Isalien drops .

Dire Maul West has bosses dealing high amounts of physical damage. It's advised to have defensive focused gear equipped and potions, ex: & at the ready. and also help. A priest assuring and is constantly applied during a boss fight is appreciated.

Notable piece of gear: Tendris Warpwood drops . Immol'thar drops , , and . Prince Tortheldrin drops and .
( , special boss) drops .

Dire Maul North is primarily host to bosses that deal physical damage. As we looked at in Totems make sure totems are placed down, especially and .

Notable pieces of gear: Captain Kromcrush drops . Guard Mol'dar drops . King Gordok drops & .

Dire Maul North Tribute
Notable pieces of gear: , , & .

Scholomance has a large amount of bosses who deal shadow related spells, if a priest is present is advised. The boss Rattlegore can cast , which resets your threat, make sure to use after you get effected by this. Healing potions, such as: are suggested for Rattlegore, Doctor Theolen Krastinov and Lord Alexei Barov.

Notable pieces of gear: (url= , special boss) drops . Rattlegore drops & . Ras Frostwhisper drops & . Instructor Malicia, Doctor Theolen Krastinov, Lorekeeper Polkelt, The Ravenian, Lord Alexei Barov & Lady Illucia Barov drop .

Onyxia is the only boss of Onyxia's Lair. Players must have with them to enter the raid. The Drakefire Amulet must be in your bags, not bank, in order for you to gain access to her lair. It's advised to have 4k HP & 5k Armor unbuffed for Onyxia. (refer to Gear).

During her flight phase, cast Rank1 Lightning Bolt to proc Elemental Focus and Chain Lightning. As she starts descending trigger Elemental Focus for a Rank 7 Earth Shock when she lands. can also be used on an ally to generate threat.

- Notable gear to roll on: , and .

MC will be the second Raid available at your fingertips but won't be a problem as long as you come prepared.

  • Lucifron: A fairly standard fight. It's common to have a gear set focused on acquiring as much armor and stamina as possible. Very well geared players (refer to Gear) who rarely go below 70% health and don't cause stress on healers at all, can incrementally implement gear that focuses slightly more on Agility rather than Armor. This switch from Defensive related stats to Threat related stats also applies to Buffs and is a general rule when it comes to tanking.

    - Notable gear to roll on:

  • Magmadar: Magmadar has two signature abilities: , a zone-wide Fear, and , which needs to be removed by Hunters who learned from Lucifron. The totem & are must have. Consider activating and to reduce the damage of . It's common for shaman tanks to equip a slightly stamina focused gear set, since it helps with the fire damage and physical damage.

    - Notable gear to roll on: , & .

  • Gehennas: Gehennas' signature ability is , which reduces healing effects on the target by 75% for 5 minutes and needs to be removed as soon as possible. To decrease the effect of this ability, I suggest: to possibly resist it and reduce . It's common for shaman tanks to equip a slightly stamina focused gear set, since it helps with the shadow damage and physical damage. Otherwise, it's a standard fight. If you are tanking the FlameWalker adds I suggest using to avoid .

    - Notable gear to roll on:

  • Garr: You should mark all of the adds at the start of the fight, assigning one Warlock or one tank per marked add. Warlocks can use to control an add, which is the most ideal way to keep the adds under control. Any adds that are not being banished will need to be held by tanks, preferably with one add per tank. Once Garr is dead, just kill the adds one by one until they are all gone. Garr can cast so make sure you pad yourself up with lesser buffs ex: .

    - Notable gear to roll on:

  • Shazzrah: A massive emphasis is placed on equipping stamina focused gear and if you haven't done so already get: & use before the boss pull. If he uses announce it so someone can pick Shaz up. If is life-threatening consider getting: from a Mind Controlled Scarlet Medic in Plaguelands, refer to (Mind Control Buffs). Druids and Mages need to be on top of removing & if not, is advised

  • Golemagg: You need four tanks, two for the boss and two for the Core Hounds. Keep the boss in the middle of the room where he starts, but pull the Core Hounds away from him back and to the sides of the room. Face the Core Hounds away from the raid, into a wall. Have a Hunter help pull the Core Hounds to each tank at the start of the pull to make it easier. The two tanks on the boss should swap based on Magma Splash stacks. Whichever tank is not currently tanking needs to not be hitting Golemagg the Incinerator at all.

    - Notable gear to roll on: (used in the pulling of the boss w/Lightning Bolt and unequipped after)

  • Majordomo Executus: Make sure you have . Adds will sometimes have , when it happens avoid using spells and swap to a threat related weapon (ex: ). A massive emphasis is placed on equipping stamina focused gear for this fight.

    - Notable gear to roll on: (bolsters threat and slightly defensive stats) & .

  • Baron Geddon: After clearing ample trash to give yourselves plenty of room to work with, pull Baron back to the entrance of the room. You want plenty of room for melee to be on the boss, but enough room for ranged classes to be able to sit at max range away from the boss. Additionally, you need space for targeted players to run 30 yards away from the group. You only need one tank to hold Baron Geddon. When you need to run away during , be mindful of where your healers are positioned so you can try not to out-range them. Priests should be using as much as possible to deal with , we can also use . Whoever gets needs to be at 100% health before the bomb explodes, preferably also with on them.
  • Ragnaros: , , and (from Mind Controlled Scarshield Spellbinder in BRS) is highly suggested. Furthermore, a specialised "Fire Resist" gear set will be equipped to deal with the boss (See Gear). Wrath of Ragnaros will knock back nearby players and deal some Fire damage. Your melee will want to back out of melee range before this is cast, and your off-tank will need to step in after the cast to immediately pick up threat on Ragnaros.

    - Notable gear to roll on: , , and .

  • Blackwing Lair can be found at the very height of Blackrock Spire and is a 40-man raid instance.

  • Razorgore the Untamed: This encounter is very unique, requiring players to mind control Razorgore via the Orb of Domination located within the left-side of Razorgore's room, and using the Black Dragon to destroy the eggs. In terms of what we do as a tank it's a fairly standard fight. Equipping a gear set focused on Armor and stamina is highly suggested.

    - Notable gear to roll on: .

  • Vaelastrasz the Corrupt: Vaelastrasz is known as the Guild Destroyer, and for good reason - The first real DPS check fight in Classic, the raid has three minutes to defeat the Red Dragon before he enrages. However, Vael himself empowers the adventurers engaging him, giving them infinite resources via for the entire fight, and even maximizing a player's potential via , allowing them to deal double damage and cast spells instantly for some time before dying. A high stamina weapon (ex: ) should be equipped before each

    - Notable gear to roll on: (bolsters threat while retaining some Defensive aspects)

  • Broodlord Lashlayer: The fight against Lashlayer himself is not that complicated, the only real challenge being managing threat, as he reduces tank threat constantly. To deal with you can use . To diminish the impact of , I recommend going above and beyond to obtain Armor related Buffs and receive after being struck by it.

  • Firemaw: Firemaw is one of the dragons that use as an ability, requiring players to use to mitigate this ability's damage. Furthermore, equipping a high stamina weapon+shield ( , ) before each Shadow Flame is advised. Other players should take advantage of the entrance from Broodlord Lashlayer's room to line-of-sight Firemaw and clear up stacks of when these get too high.

    - Notable gear to roll on: and (used in the pulling of the boss w/Lightning Bolt and unequipped after).

  • Ebonroc: Ebonroc is one of the dragons that use as an ability, requiring players to use to mitigate this ability's damage. Furthermore, equipping a high stamina weapon+shield ( , ) before each Shadow Flame is advised. Ebonroc's special ability is . When a player is struck by Ebonroc while affected by this, they will heal the drake tremendously. As he casts this semi-constantly on tanks, your raid will need three tanks with high Shadow Resistance (for a chance to resist the spell, refer to Buffs) and constantly juggle threat between them to ensure the drake does not get healed.

  • Flamegor: Flamegor is one of the dragons that use as an ability, requiring players to use to mitigate this ability's damage. Furthermore, equipping a high stamina weapon+shield ( , ) before each Shadow Flame is advised. Flamegor enrages every 10 to 15 seconds, and while enraged, he spams , which will deal constant Fire damage to the entire raid. To stop Flamegor from enraging, Hunters must soothe the drake with whenever his enrage starts.

    - Notable gear to roll on: and (keep in bank, not needed for a while).

  • Chromaggus: Chromaggus is special in the fact that he uses attacks that belong to all dragonflights, not just Black. Chromaggus has a total of five possible breath attacks, but only uses two at a time. These attacks are decided when the instance is first created, and they persist up to the end of the raiding week. The possible breathes are:
  • Incinerate (Red): Deals high Fire damage (around 3-4k).
    Corrosive Acid (Green): Leaves a DOT on the target and reduces armor for the duration of the DOT.
    Frost Burn (Blue): Deals low Frost damage and heavily reduces attack speed for a few seconds.
    Ignite Flesh (Black): Deals low Fire damage for a minute. This effect can stack.
    Time Lapse (Bronze): Stuns for 6 seconds, leaves a player with half health, and reduces their threat permanently.
  • In addition, Chromaggus will constantly affect players with five different debuffs, one of each type of dispellable school, and one that is only removed with an item from Blackwing Lair trash. These debuffs must be dispelled as soon as possible by all classes that can dispell them.

  • Brood Affliction: Red: Disease. 50 Fire damage every three seconds. Heals Chromaggus on death.
    Brood Affliction: Green: Poison. Healing reduced by 50%, 250 Nature damage every 5 seconds.
    Brood Affliction: Blue: Magic. Movement slowed by 70%. Casting speed reduced by 50%. 50 mana and 1 health drained per second.
    Brood Affliction: Black: Curse. Fire Damage increased by 100%.
    Brood Affliction: Bronze: 4 second stun at random intervals for 10 minutes. Can only be removed with , looted from trash mobs in Blackwing Lair.

  • - Notable gear to roll on: , , and .
  • Nefarian: Nefarian is a very long encounter, in which players face him in both Human and Dragon forms. The entire raid must have the equipped, to prevent spillover damage from his . Nefarian's special ability through the encounter is the Class Calls: Every 25-35 seconds, he will "call out" a class, afflicting every player of that class with a specific debuff. However, it doesn't impact us very much.

    - Notable gear to roll on: , and .

  • raidcomposition

    The expansion The Burning Crusade "TBC" is looming and being prepared is wise. Gold is still a beneficial asset, especially a lot of it, since we have many different gear setups that will require: repair, enchants and gems. As well as buying potions, bind on equip gear, etc... Working on a positive reputation on your realm will help open many doors in the future as players will notice your name. Similarly, find a guild that will be accommodating of your future tanking ventures and has warlocks with . In terms of gear, you should have going into TBC, is suggested.

    Have Questions?

    I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord: and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.

    Topic starter Posted : 19/03/2019 5:35 am
    Trusted Member

    Nice read. I love the thought off non-cookie cutter builds. Lot's of undefined items/spells for me, will read it through once more when the undefined is fixed. ̶B̶y̶ ̶t̶h̶e̶ ̶w̶a̶y̶,̶ ̶w̶h̶a̶t̶ ̶i̶s̶ ̶W̶e̶a̶v̶e̶r̶ ̶P̶r̶i̶e̶s̶t̶?̶ Edit: Shadow weaving, I get it now.

    Posted : 19/03/2019 5:51 am
    Estimable Member

    This is a great guide, very interesting!

    Posted : 19/03/2019 5:52 am
    Uncle Ganus McAnus
    Estimable Member
    Reputable Member

    Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?

    Posted : 19/03/2019 6:44 am
    Estimable Member

    It is definitely something I will work towards on the side, possibly to help dungeon groups if there are no other tanks around, because I think it could prove a lot of fun. Great guide!

    Posted : 19/03/2019 6:56 am
    Eminent Member

    This looks amazing! Currently at work, so I don't have the time currently to read it entirely, but I'm really curious. Will definitely read later!

    Good job!

    Posted : 19/03/2019 6:58 am
    Estimable Member

    Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream 🙂 Shaman ALT incoming for sure!

    Posted : 19/03/2019 9:23 am
    Reputable Member

    What's interesting is the last time I played and leveled in Vanlla, me and my 5 man group experimented with double tank comps in certain dungeons that had really tough pulls, and it was too much damage for one tank to take. Maybe this only works if you have a druid healer with strong HoTs, but it was me (a bear druid) and the other guy was a prot warrior. And it worked really really well, clearing packs that we wiped on previously.

    So I'd be curious if this kind of shaman build would be viable for 5 mans. It would do more damage than a prot warrior and give buffs to the rest of the party. But maybe double tank in 5 mans is just dumb, and even if it isn't, a druid healer is the only thing that makes it viable.

    So yeah, that's a long-winded way of saying this seems super cool, and it's clear that Blizzard at least thought about enhancement being a tank spec to mirror protection, but the only place I can see this working, especially at low gear levels, is in 5 man content. I feel like without this god-tier gear shown in the guide, this entire gimmick just falls apart.

    Posted : 19/03/2019 9:31 am
    Reputable Member

    Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream 🙂 Shaman ALT incoming for sure!

    See my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.

    Posted : 19/03/2019 9:32 am
    Estimable Member

    I have been waiting for this for ages, finally a good & detailed guide for Shaman Tanking.
    Something interesting to read when I am bored at work Smile Thanks Devner

    Posted : 19/03/2019 10:15 am
    Eminent Member

    A valid case can be made for also having a lvl 1 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use.
    Pardon me if I'm wrong, but isn't there a level 5 requirement to get professions such as enchanting?

    Aside from that, I'm quite impressed! A lovely guide!

    Posted : 20/03/2019 4:26 am
    Reputable Member

    Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream Smile Shaman ALT incoming for sure!

    See my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.

    Gensei Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

    Have a nice day Mr. Green

    Topic starter Posted : 21/03/2019 2:35 am
    Reputable Member

    Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?

    Nymis Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

    Have a nice day Mr. Green

    Topic starter Posted : 21/03/2019 2:37 am
    Reputable Member

    Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?

    @Nymis Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

    Have a nice day Mr. Green

    Yeah, that's fair, it's just that I can't seem to find a single video of that or any proof of it happening, private server or otherwise - in anything other than a dungeon setting. Maybe it's just me not looking long enough but I find it hard to believe this actually happened without some proof.

    Posted : 21/03/2019 2:55 am
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