grounding-totem

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  • Totem Talk: An enhancement view of Patch 4.1

    by 
    Josh Myers
    Josh Myers
    04.30.2011

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. On Saturdays, Josh Myers tackles the hard questions about enhancement. Can we tank? Can we DPS with a two-hander? How does one shoot web? The answer to the first two is "no," and roll a hunter for the third! There are two things on everyone's mind this week. First, it's time for the royal wedding (Thrall and Jaina, if I recall correctly?). Second, patch 4.1 hit. With patch 4.1, we've seen some pretty awesome things. For instance, the Zandalari are back and dedicating their purpose to trolling all of Azeroth; queuing as a DPSer for a random heroic now takes one-fifth of the time; and frost mages got a damage buff. Unfortunately, enhancement was barely a footnote in the greater scheme of patch 4.1, receiving a grand total of three changes. These changes range from "complete and utter nerf" to "slight AoE buff." To be honest, I'm actually not bitter about 4.1 for enhancement, as we were already competitive in PvE, where our main concern was our abysmal and complex AoE DPS. For people who play primarily enhancement PvP, this patch was considerably more of a letdown.

  • Several hotfixes now live

    by 
    Allison Robert
    Allison Robert
    02.20.2009

    I caught this a bit late, but Bornakk wrote into the Service Status forums Wednesday night to provide a list of hotfixes concerning Jewelcrafting, Shamans, Rogues, and Death Knights that have been applied to the live realms: Icy Prisms are now unique; they cannot be mailed but can still be traded. The Rogue ability Mutilate now does its appropriate damage based on talents. Raise Dead now properly detects the presence of Corpse Dust in your inventory. The Glyph of Windfury Weapon will not apply additional attack power. A Grounding Totem is now properly destroyed even if the grounded spell did not do damage. Tremor Totem now properly pulses every 3 seconds. Crippling Poison now has a PvP duration of 10 seconds. Wound Poison now has a PvP duration of 10 seconds.

  • 10 things a new Shaman should know about fighting casters

    by 
    Natalie Mootz
    Natalie Mootz
    06.18.2008

    Here are some tips every new shaman player should know. Casters can be some of your easiest kills, whether in PvP or PvE because Shock is your middle name and spell interruption is your game. Earth Shock, baby! At level 4 you'll get Rank 1 of this spell. Its cooldown is 6 seconds, just like all your shock spells. Keep Earth Shock (Rank 1) somewhere on your toolbar in addition to higher levels of the spell. It only uses 30 mana and it still stops an enemy in mid-cast just as effectively as higher ranked versions of the spell. Mages can be taken down easily if you're quick to get close to them and stop them from casting Frost Nova. Pound them quickly, continuing to shock them when casting. Level 24+ Mages and level 32+ Priests can stop your Lightning Bolts with Counterspell or Silence. Although both of these spells will impact your casting for up to 8 seconds, remember that shock spells are instant cast and can't be interrupted. In the case of Mages' Counterspells, their silencing effect only stops one school of casting. So if they hit you during Lightning Bolt (a Nature spell), you can still cast your Flame or Frost Shocks, but not your Earth Shock. You can also drop Searing Totem for damage. After the jump, five more tips for shamans against casters.

  • SK Gaming interview: Kil'jaeden, Sunwell, and why to stack +haste

    by 
    Allison Robert
    Allison Robert
    06.03.2008

    var digg_url = 'http://digg.com/pc_games/WoW_Insider_interviews_top_World_of_Warcraft_raider'; Recently WoW Insider caught up with Neg, a restoration-specced Orc Shaman who raided with Nihilum before leaving recently for SK Gaming. An experienced player who has seen all of Blizzard's raid content, from Molten Core through Sunwell Plateau, Neg's talked to us previously about high-end raiding and what Sunwell was like on the PTR. As he's become one of a small group of raiders worldwide to finish the whole zone, we've asked him some follow-up questions about guild stability during the transition to Wrath, what Sunwell was like going live, why there are so many Shaman nowadays in high-end raiding, and the best and worst raid content on offer in WoW.If you didn't catch our first interview with Neg, you can find that here, but read on for an inside look at the toughest raiding you'll find in the game:

  • Hybrid Theory: Magisters' Terrace, stomping all over your comfort zone

    by 
    Alex Ziebart
    Alex Ziebart
    03.29.2008

    We've been talking about Magisters' Terrace a lot. I have been talking about Magisters' Terrace a lot. Lucky you, we're going to talk about it some more!Magisters' Terrace is the brand new 5-man that came with Patch 2.4, so it comes across as much harder than it actually is. It is hard, sure, but not the soul-rending pain we're all feeling right now. All new dungeons require a period of adjustment. I remember when Dire Maul first came out, way back in the day. Everyone thought it was utterly horrifying.During this period of adjustment, you're going to run into groups being far more strict about group composition. Once the community has become accustomed to the difficulty level of Magisters' Terrace, things will ease up. Currently, a lot of damage specced hybrids are having a rough time finding a group consistently due to one pretty large factor: A lack of crowd control. There are a lot of things you can(and should) do to make up for that, and knowing those things will do a lot to contribute to speeding up the adjustment period.