Shamanistic-rage

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  • Is it time to kill mana?

    by 
    Matthew Rossi
    Matthew Rossi
    11.16.2011

    In your heart, you always knew we were coming here. Mana is one of WoW's biggest sacred cows. Paladins, shaman, druids, mages, warlocks, priests all make use of it, and hunters were once also on the mana teat, as it were. Every healer uses it, and when the monk class is introduced, they'll heal with mana as well. Every ranged caster uses it. It's the resource system the majority of WoW players are most familiar with, a pool that starts at full and empties as you use it. Over the course of its existence, stats like spirit and MP5 have filled it back up during combat, keeping those classes that rely on it supplied. Since it's the lifeblood for all healers, it effectively is the same for all tanks, even though only one tanking class actually tanks with it. Two classes use it to melee DPS, both hybrids, and these two classes effectively ignore the regeneration of the mana pool via talents and class abilities that make mana regeneration a non-issue. Mana is fairly easy to understand. You have it, you use it. There are various systems built in to make regenerating it easier. With the addition of runes and runic power for death knights and holy power for paladins, secondary resource systems (similar to the combo point system of rogues) have also been introduced to the game. Holy p-ower in particular is interesting to this discussion because it is a secondary resource added to a mana class and one that works for healing, tanking and melee DPS. (Everyone has their own opinion of how well it does so.) This leads us to the subject of this post. Do we need mana at all? As my intrepid coworker Michael Gray pointed out to me when discussing this article, mana serves many uses. It's not just that it's a resource for healing and DPSing, but the finite nature of the mana system serves to limit encounters in both PvP and PvE. Doing away with mana could have as many negative effects as positive ones.

  • The Queue: I'm sick of pandas

    by 
    Alex Ziebart
    Alex Ziebart
    01.06.2009

    Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft.I'm bored of hearing about Pandas and Pandaren, so I am declaring today 'pandas aren't real' day. If you think about pandas at any point throughout the day, you must throw yourself out of a window. No, I'm not going to defenestrate myself for writing this, because I made the holiday so I make the rules. However, I will not think about pandas starting.... now!Kevin Gass asked...Is there a way (be it a mod or not) to alert me whenever a cooldown is done. For example, as a Shaman whenever Maelstrom is ready, a bright and noticeable pop up says it's ready. I would love something to tell me whenever Ghost Wolf and Shamanistic Rage are ready. I would use them more often! Thanks in advance!

  • More leaks from the Alpha forums on Shamans, Warriors, and Death Knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.17.2008

    Deathknight.info has just posted another batch of info from the Alpha forums, this time with Wryxian and Slorkuz talking about Shamans, Warriors, and Death Knights. Primarily, they focus on the tanking abilities of Death Knights and Warriors and delve into some possible improvements to the Shaman Enhancement tree in WoTLK, including possible new talents: Shamans Enhancement Shamans, says Wryxian, will probably see further review. It looks like a lot of the new Enhancement talents will see some changes as well: Weapon Specialization (which gives special abilities based on which weapon type the Shaman uses) will likely be removed Improved Shamanistic Rage (which made Shamans using SR immune to all movement impairing effects and stuns at 2 points) will also probably be removed. Wryxian mentioned a possible replacement for Weapon Specialization: Each melee critical hit would give a stacking buff that reduces cast time by 20% and lasts for 15 seconds. That would mean that at 5 stacks, you'd get a free instant cast spell. Feral Spirit, the 51 point enhancement ability that summons ghost wolves to aid the Shaman, may be getting a second look as well. For Enhancement DPS, they hope that totems and shocks make up for the lack of melee abilities to keep it interesting, though they may consider a new melee move for Shamans as well. In addition, he promises new totem changes soon. Read on for some juicy information on Warriors, Death Knights, and Blizzard's vision for tanking in WoTLK.

  • A summary of shaman super skills

    by 
    Dan Crislip
    Dan Crislip
    05.05.2007

    A few days ago, I was playing on my shaman and received a strange tell from a GM in-game. "Excuse me, player, but you've been reported for using an exploit in the game." WHAT?!? I've been playing since day 1, and have never used anything but approved mods. What on Earth could I have been reported for doing?? "The person reported you using an exploit to walk on water." "But, I'm a shaman," I said. "I have a spell that allows me to do it...it's called water walking...you guys put it in the game!"Needless to say, the GM and I had a good laugh at the ignorant party's expense, and (s)he only had to contact me because that was their job. I decided therein to write this article to help alleviate said ignorance of the true abilities of our totem-wielding friends, by giving a little update to the lesser known abilities.Now, there is an ongoing debate of the potential and versatility of shamans: how much they lack, how overpowered they are, and the proper plural form of shaman. But, being a class that was lesser-played until the recent addition of their ranks to the alliance, many people were unaware of what they can truly do.