Wednesday, November 7, 2007
Day 3
So I have been in the human/dwarf/gnome lands for a few days now and they really need help. I helped this one guy get some iron so that they can repair their bridge. I finally got enough saved to go back to the dwarf city of Ironforge so that I could make contact with their weapons master to learn Axes. After spending time with him I was confident in my ability with the axe. Still have not decided if I should spend the time to learn two-handed maces and axes. I really like having my shield. I really was not able to do much yesterday other than start trying to get some shadow pendants as I am starting to feel a little under the weather.
Monday, November 5, 2007
About me...
Greetings let me introduce myself. I am called Alcyonni. I am one of the lucky few Draenei survivors that crashed landed near the land of the Night Elves. When I was awoken I did my best to help those around me. I have fought many a evil beast in this new land. I even was able to bring down a dragon. I have spoken to a few other Shamans and after many nights of thinking I have chosen to go the route of Enhancement. As of now I have been able to advance the following talents:
I have taken all 5 steps in advancing my knowledge of my Ancestors.
I have spent 5 days learning from the weapon masters on the correct way to wield my weapons.
And finally I have spent 2 days meditating on my new spiritual from of the Ghost Wolf.
I still have not made the decision on if I should spend the time learning how to wield two-handed weapons or just keep using mace/axe and shield.
May the Great Wolf Spirit guide you.
Alcyonni
I have taken all 5 steps in advancing my knowledge of my Ancestors.
I have spent 5 days learning from the weapon masters on the correct way to wield my weapons.
And finally I have spent 2 days meditating on my new spiritual from of the Ghost Wolf.
I still have not made the decision on if I should spend the time learning how to wield two-handed weapons or just keep using mace/axe and shield.
May the Great Wolf Spirit guide you.
Alcyonni
Friday, November 2, 2007
Talents
Talent Points for the Shaman class fall into 3 areas, similiar to their spell lines. They can focus on their enhancement abilities, further enhancing their tanking and melee damage dealing abilities. Restoration, to help them heal much better, for example when you are the only healer in an instance. And Elemental Combat, which improves your spell damage capabilities. Ultimately where you spend your points will make a difference in how you can play your character. A fully restoration specced character could very well function as a sole healer in a lot of grouping situations. A Fully Enhancement based Shaman would be able to tank most non "uber" monsters, and with the proper equipment, can dish out good consistent melee damage. However, if one were to specialize in doing additional magical damage, the additional burst damage would be noticable. While there is no "correct" way for playing a Shaman, assigning your talent points to the things you enjoy the most about your Shaman.
Thursday, November 1, 2007
Shamans. What can they do?
Enhancements (Buffs)
Enhancements build is the Shaman's ability to deal damage indirectly while resisting attacks. Weapon buffs, damage shields, and totems add to resistances, increase attributes, and do magical damage. Enhancements aid the Shaman in basic survival while increasing damage to their enemies.
Restoration (Healing)
Restoration spells are how shaman keep their allies and themselves alive during battles. These spells turn the Shaman into a secondary healer and even resurrect the fallen.
Elemental Combat (Offensive/Defensive)
Elemental Combat is the damaging spells of the Shaman spellbook. They deal direct damage through offensive spells and totems.
Totems (Misc.)
Totems are a type of spell unique to the Shaman. It is a small, magical totem that appears on the ground where the Shaman casts it. A totem has a radius in which it is effective and outside of this area it doesn't do anything. Totems are stationary so the do not move. There are 4 elemental totems available to the Shaman: Earth, Fire, Water and Air. Each Totem spell requires a physical elemental Totem to be carried in the inventory of the caster. The totem for each element is gained through questing and has unlimited uses once it is obtained.
Once the player has the physical totem in his inventory for a specific element, he or she can cast all the spells of that element that they have. For example, if a player has the Fire totem in their inventory, then they can cast Searing totem as a spell. You can only have 1 totem of each element cast at a time. If you cast two totems from the same elemental tree, the most recently cast one will be in effect and negate the older totem.
Enhancements build is the Shaman's ability to deal damage indirectly while resisting attacks. Weapon buffs, damage shields, and totems add to resistances, increase attributes, and do magical damage. Enhancements aid the Shaman in basic survival while increasing damage to their enemies.
Restoration (Healing)
Restoration spells are how shaman keep their allies and themselves alive during battles. These spells turn the Shaman into a secondary healer and even resurrect the fallen.
Elemental Combat (Offensive/Defensive)
Elemental Combat is the damaging spells of the Shaman spellbook. They deal direct damage through offensive spells and totems.
Totems (Misc.)
Totems are a type of spell unique to the Shaman. It is a small, magical totem that appears on the ground where the Shaman casts it. A totem has a radius in which it is effective and outside of this area it doesn't do anything. Totems are stationary so the do not move. There are 4 elemental totems available to the Shaman: Earth, Fire, Water and Air. Each Totem spell requires a physical elemental Totem to be carried in the inventory of the caster. The totem for each element is gained through questing and has unlimited uses once it is obtained.
Once the player has the physical totem in his inventory for a specific element, he or she can cast all the spells of that element that they have. For example, if a player has the Fire totem in their inventory, then they can cast Searing totem as a spell. You can only have 1 totem of each element cast at a time. If you cast two totems from the same elemental tree, the most recently cast one will be in effect and negate the older totem.
Shamans. What are they?
Shamans are a hybrid class in the game of World of Warcraft- and are considered to be the most versatile in the entire game. They are designed to handle all, or most, parts of a party, which makes them very valuable if improvisation is needed on the battlefield.
Shamans usually have a large amount of health, depending on the race that is chosen to correspond with this class. With the added magic abilities, shamans are very useful in countless situations. Basic damage and heal spells are included, as well as a totem system that can act as a healing item to party members, a bomb, or a target for enemies to attack in place of the shaman. Interestingly, shamans also have the ability to cast damage over time spells, slowing spells, and many other types of magical spells that aid in confusing or slowing an enemy. The damage over time (or DoT) spell is particularly useful against rogues, who may not go invisible while undertaking damage.
Weapons can be augmented to do certain effects, which can increase the destruction power of shamans. Essentially, some weapons can be augmented with effects such as Windfury- which actually lets a shaman attack much faster. Most shamans can become powerful spell casters who deal damage- although healing shamans are available too. Shamans also work great as defensive spell casters- which can directly aid a party or guild fight into success.
Shamans are allowed to shape shift, much like the druids can. They are allowed to morph into what is called a "ghost wolf", which lets shamans travel 40% faster. This is a great asset in retreating or chasing an enemy down- not to mention this fact makes traveling a lot less frustrating when covering vast distances.
Shamans usually have a large amount of health, depending on the race that is chosen to correspond with this class. With the added magic abilities, shamans are very useful in countless situations. Basic damage and heal spells are included, as well as a totem system that can act as a healing item to party members, a bomb, or a target for enemies to attack in place of the shaman. Interestingly, shamans also have the ability to cast damage over time spells, slowing spells, and many other types of magical spells that aid in confusing or slowing an enemy. The damage over time (or DoT) spell is particularly useful against rogues, who may not go invisible while undertaking damage.
Weapons can be augmented to do certain effects, which can increase the destruction power of shamans. Essentially, some weapons can be augmented with effects such as Windfury- which actually lets a shaman attack much faster. Most shamans can become powerful spell casters who deal damage- although healing shamans are available too. Shamans also work great as defensive spell casters- which can directly aid a party or guild fight into success.
Shamans are allowed to shape shift, much like the druids can. They are allowed to morph into what is called a "ghost wolf", which lets shamans travel 40% faster. This is a great asset in retreating or chasing an enemy down- not to mention this fact makes traveling a lot less frustrating when covering vast distances.
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