- Author: Caperfin
- Date: March 19, 2019
- Expansion: WoW Classic
Can Shamans tank in WoW? The short and to the point answer is, yes. You might be rubbing your eyes in disbelief of this answer. Perhaps conjuring a ten page manifesto about how only warriors can and should tank. Although, I can go on a long rant about how there are many other classes that can tank, today, I’ll be focusing on our totemic friend, the shaman.
The topic of viable and optimal is contentious as some don’t see the difference or mix them up and levy a misguided philosophy onto it. Optimal is the most efficient and foolproof solution that eliminates as many negative variables as possible and favors an easier path. Viable or often referred to as: possible, seen as the more challenging path but to many is a greater personal triumph. Shaman Tank is labelled as viable.
Many Shaman tanks agree their motivation is from the glory of seizing a feat the rest of the realm dares not try. If this resonates with you, please continue reading. 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 Shaman tank and put in the effort, it shines tenfold. Shamans can fully tank 5mans, 10mans, off-tank & main-tank raids. But, this is reliant on personal and guild experience. Our overall defensive statistics won’t reach a warrior’s. However, it isn’t necessary to do so, to tank.
You’ll be staring at your character for a long time. So, consider your character’s appearance as a key factor as it may entice you to play more. All races have assets but they’re minor compared to other aspects. There is no wrong race. See to learn more about race options.
Engineering for: Goblin Sapper Charge, Masterwork Target Dummy, Force Reactive Disk, etc… The second useful profession, is whatever gives the most gold on the realm. Gold helps buy potions, ex: Flask of the Titans & consumable food, ex: Dirge’s Kickin’ Chimaerok Chops and other items.
Iconic threat spells: Earth Shock, Stormstrike, Rockbiter Weapon & Lightning Shield. Consumable items deal threat, ex: Major Rejuvenation Potion based on half of the Health & Mana gained. Damage items, ex: Goblin Sapper Charge deals threat equal to the damage so do reflective Buffs, ex: Thorns. Lastly, certain items deal threat each time their Debuff is triggered, ex: Gift of Arthas. (see threat list)
Get a threat tracker addon, ex: ThreatClassic2. Items reduce threat, ex: Fetish of the Sand Reaver. Mage have: Burning Soul. Shaman: Tranquil Air Totem. Rogue and Hunter wipe threat w/Vanish & Feign Death and so can Flask of Petrification. Items prevent aggro: Limited Invulnerability Potion & redirect Aggro: Masterwork Target Dummy. Classes within 30-40 yards won’t Aggro t’ill they pass the threat level of the mob’s target by 30% for melee it’s 10%. (see more)
If tanking for the first time (16/35/0), which has: Stormstrike, it has steady threat per second for raids & excels on short fights. The other setup (21/30/0) focuses on magical damage, with: Elemental Fury, it has many conditions to unlock its potential but thrives on long fights.
Pre-Pull: Cast Lightning Shield. Cast Rockbiter Weapon. Place: Stoneskin Totem, Grace of Air Totem & Healing Stream Totem. Mark mobs in front of you by right-clicking their portrait, pick Raid Target Icon, pick from either a Skull = kill first, a red X = kill second, a blue square = Hunter trap or a moon = Polymorph. Pulling: Cast Lightning Bolt, followed by as many Lightning Bolt possible to get Elemental Focus. Lastly, Earth Shock.
Combat: For raids, use Nat Pagle’s Broken Reel to assure the first few Earth Shocks hit. In a fight, use relevant ranks of Earth Shock that suits your mana & threat. Stormstrike can’t be downranked but is also used in similar cases. If Lightning Shield expires, cast it. If death is imminent, equip a defensive weapon, ex: Spineshatter w/ Enchant Weapon – Agility & Rockbiter Weapon, use Masterwork Target Dummy (taunts boss), use Juju Escape, possibly Major Rejuvenation Potion & Major Healthstone.
There’s a hardcore raid rotation with great results but requires good gear, Buffs, etc… If all actions below can’t be done don’t be sad, it’s mostly to display the maximum potential possible to achieve grand feats.
Pre-Pull: Use Unconscious Dig Rat. Remove all gear & Rank1 Lightning Bolt the rat to get Elemental Focus. Equip a gear set with a lot of spell damage & have another Shaman with a (8/8) The Ten Storms gear set cast Lesser Healing Wave on you until you get Lightning Shield. (see ) Once the Buff appears, equip normal tank gear and a spell damage weapon, ex: Staff of the Shadow Flame w/ Brilliant Wizard Oil & Enchant Weapon – Spell Power.
Pre-Pull Situational: Can also equip Malown’s Slam & hit the rat to possibly trigger the weapon’s strength Buff. If the Buff appears, swap to your usual weapon & the Buff stays. Also, possible to get Flurry.
Pre-Pull Situational: Someone in the party can: Gnomish Shrink Ray the rat to give the party +250 attack power.
Pulling: Hunter pulls the boss, be on the opposite side to create the most walking distance for the boss. A second before the Hunter pulls, cast Stoneclaw Totem, Thornling Seed, Fire Nova Totem & Chain Lightning. Use Nat Pagle’s Broken Reel. Cast Earth Shock & swap to normal weapon+shield.
Pulling – Situational: If the first Earth Shock misses, equip a two-handed weapon w/Rockbiter Weapon & Stormstrike after swap to a normal weapon+shield.
There’s a max of 32 Buffs, avoid nearing the max as it may lead to Buffs being removed, the addon: helps. Use Buff Cap Calc to see what Buffs stack. Prioritize getting defensive Buffs, ex: Elixir of Fortitude before getting Threat Buffs, ex: Juju Might. (see ). Consumables not only give Buffs but some have instant effects, ex: Goblin Sapper Charge, Major Healthstone, Dark Rune among others.
A max of 16 Debuffs can be on a mob. Reaching the max is major in raids. There’s defensive Debuffs: Insect Swarm & threat Debuffs: Faerie Fire among others. With the raid leader’s consent, suggest ideal Debuffs without overstepping. We can apply Gift of Arthas & Stormstrike.
Cement defensive stats when gearing, threat is second. It’s advised to get 4k HP & 5k Armor unbuffed for Molten Core. Blackwing Lair, ~4800 to 5k HP and 6500-7k Armor. For reliable threat, 3% melee Hit is advised for dungeons. For Raid tanking, 6% Melee Hit and 10%-12% Spell Hit, Nat Pagle’s Broken Reel helps. To calculate your threat, use a TPS Simulator. You can only equip a weapon & shield in combat, enabling the swap to a defensive weapon, ex: Spineshatter, if survival seems grim.
There are two types of enchants, defensive, ex: Enchant Gloves – Superior Agility. And offensive, ex: Enchant Gloves – Threat. Having Enchanting isn’t neded to gain the profession’s advantages. Simply, give the Enchanter the required enchanting materials and they will enchant your gear for a small gold tip.
Many actions can further solidify AoE cases, ex: Oil of Immolation, Thorns, Force Reactive Disk, etc… (see ) It’s crucial to switch and attack another target ever so often. In combat, items & spells giving health or mana deal 50% threat divided by each mob. Items also help until a decent amount of threat is gained on all mobs, ex: Masterwork Target Dummy.
With the raid leader’s consent, offer an ideal raid comp but don’t overstep. In our group, Warlock: Blood Pact, Warrior: Battle Shout, Druid: Leader of the Pack, Hunter: Trueshot Aura. For damage dealing classes, we prefer ranged classes over melee. If melee are needed, rogues are best. Groups with high threat dealers can have a Shaman: Tranquil Air Totem.
The Burning Crusade “TBC” is looming and being prepared is wise. A lot of gold is an asset, since there are many different gear sets needing: repair, enchants & gems. You’ll also need: potions, bind on equip gear, etc… Building a reputation on your realm helps open doors in the future as players will recognise you. Next, find a guild welcoming of your future tanking.