Vrgo
01-30-2008, 07:01 PM
EHN shaman
Best site to use item wise pre raid for items http://www.wow-loot.com/shaman.htm
build i've found to work for me best
http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050050021250213053 115105005351000000000000
FlameTongue Weapon in 2.3
Since everyone is asking, yes, FT will be a more viable OH weapon imbue in patch 2.3 (expected release). Its very unlikely that its going to out DPS Windfury. The AP-->Spell Dmg talent change will make it easier for Shaman to find a good OH without having to carry around a low level green weapon.
More Info:
Windfury vs GoA in a raid group?
Always use Windfury if the following conditions are True:
A DPS warrior is in your group
A warrior who is tanking is in your group
A warrior is in your group
If no warrior, more than 1 sword rogue is in the group
Grace of Air should be considered for use only if the above are false, and under these conditions:
A feral druid tank is in the group (ie, bear... not kitty)
A prot warrior is in your group on a non threat limited fight with high damage components
Any combination of more than 2 hunter/druids is in the group
Windfury Mechanics
Windfury Weapon was corrected in the 2.1 patch to trigger a hidden/internal 3 second cooldown. As a result, OH procs now (correctly) trigger the cooldown on the MH. Despite this set back to shaman DPS (net loss of about 10-15% DPS for enhancement shaman), Windfury Weapon is still the best weapon imbue to use %u2013 even the developers admitted to as much in their IRC chat, when they said they have no intention to scale the other weapon imbues to match the power of Windfury.
The cooldown on Windfury Weapon means that an OH that is faster than the MH is extremely detrimental to shaman DPS. The fast OH is more likely to hit again after a WF cooldown and therefore has the first opportunity to proc a new WF and trigger the cooldown again. OH interference prevents MH WF procs and thus reduces your DPS. It has been shown that this cooldown interference is so severe that replacing an epic dagger OH with a green or blue 2.6 speed OH will actually increase your DPS. (Again, despite this problem, it is still preferrable to have WF on the OH. Any WF proc, even on the OH, will result in more DPS over time than FlameTongue or Rockbiter on the OH.)
Windfury Proc Rate: When you are wielding a two handed weapon, or are using a sword and shield, your chance to proc windfury on any landed attack outside the 3-second cooldown is 20%. When you dual wield weapons, the chance on each landed attack outside the 3-second cooldown is approximatedly 36%, if and only if both weapons are imbued with Windfury.
Original findings posted by Disquette
Analysis of the combat log shows that if you sum all hits, the proc rate while DWing is 20%, but that includes hits you make while inside the 3 second cooldown, which cannot actually proc WF. When you remove the ineligible hits the observed proc rate from the eligible hits becomes 36%.
The attack power bonus from Windfury is not reduced by the 50% OH damage penalty from Dual Wielding.
StormStrike and Windfury are not normalized - their damage will increase with slower weapons.
Modeling indicates weapons hasted between 1.50 and 1.41 speed will actually experience a sharp decrease in DPS due to more main hands fallilng out of sync with the Windfury cooldown.
Enhance Shaman: The Collected Works of Theorycraft, Vol I
It may be hard in practice to actually achieve those speeds for long periods of time though. It is not recommended that you plan your gear around this haste effect just be aware of it.
Update! Empirical testing done in-game indicates that this theory may not hold true! Enhance Shaman: The Collected Works of Theorycraft, Vol I Remember - always test the theory in-game before accepting it as gospel!
Do not use WF Totem instead of WF Weapon on your MH. While you may ~think~ it will help you avoid the WF cooldown problem, the totem isn't providing anywhere near the benefit you'll get from the weapon imbue.
WF Totem has the following issues: no elemental weapons bonus (40% multiple), only one extra attack (200% multiple), lesser AP bonus (scalar). Each MH WF Totem hit would be 100% extra damage or so compared to a normal attack, and has only one chance of proc'ing flurry, any weapon procs, and UR. Each MH WF imbue hit would be 280% extra damage or so compare to a normal attack, and has 2 chances of proc'ing those things.
In a very very simplified way of looking at it, you'd have to proc MH WF 2.8 as many times using the totem as you do using the imbue, for it to be worth it.
Weapon Enchants
Mongoose > Crusader > Potency, generally. None of them are wrong, it comes down to personal choice and what your gear favors. Mongoose provides 4.8% crit per proc (and stacks with double procs on MH/OH), Crusader provides 60 Strength (120 AP) at lvl 70 per proc, and Potency is a constant +20 Strength (40 AP).
Boot Enchants
For PvE, either Boars Speed or Cat's Swiftness are going to be big payoffs. Increased run speed is hands down the best enchant you can get for PvE. Derivation So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.
Shocks/Elemental Damage
The ideal shock rotation in a Raid is Flame Shock - 6 sec - Earth Shock - 6 Sec - Repeat. With CoE on a mob, Flame Shock will generally outperform the damage of Earth Shock, even with the 20% nature dmg bonus, especially if you have rogues, moonkin, or elemental shaman (or a Romulo's Poison Vial) that are consuming your StormStrike debuffs faster than you can utilize the bonus for yourself.
Strength = 2 (2.2 w/Kings)
Crit Rating = 2
Agility = 1.8 (2 w/Kings)
Hit Rating = 1.4
Attack Power = 1
Armor Penetration = 0.25 (low estimate)
But 2200 AP is a *lot*, how can I achieve that?
Well lets take a look at buffs.
MotW (w/o Talent) - 28 AP
Strength of Earth (w/ Talent) - 200 AP
Blessing of Might (w/o Talent) - 220 AP
Battleshout - 305 AP (w/o Talent)
Strength Food - 40 AP
Flasks - 120 AP (Relentless Assault)
2200 - 28 - 200 - 22 - 305 - 40 - 120 = 1287 AP that you would need on gear, and this isn't even accounting for unleashed rage!
Its not hard to achieve 2200 AP in a raid, and once you factor in Unleashed Rage,
Blessing of Kings and people putting talents points into these buffs, you will easily exceed 2200 AP.
Itemization - Hit Rating
Current theory is holding that we may not need anywhere near the hit cap like we previously thought. A good
explanation of why can be found here. Effectively, because we can get a large quantity of +Hit from talents (9%),
our special attacks (windfury and stormstrike) are already hit capped. All the extra +Hit rating on your gear is going
toward improving white damage only, which typically comprises between 45%-50% of your total damage. When you
consider the itemization costs of hit rating compared to crit rating and AP which directly impact 90% of a shaman's
total damage, you can see why hit rating is given lower precedence.
Best site to use item wise pre raid for items http://www.wow-loot.com/shaman.htm
build i've found to work for me best
http://www.worldofwarcraft.com/info/classes/shaman/talents.html?0000000000000000000050050021250213053 115105005351000000000000
FlameTongue Weapon in 2.3
Since everyone is asking, yes, FT will be a more viable OH weapon imbue in patch 2.3 (expected release). Its very unlikely that its going to out DPS Windfury. The AP-->Spell Dmg talent change will make it easier for Shaman to find a good OH without having to carry around a low level green weapon.
More Info:
Windfury vs GoA in a raid group?
Always use Windfury if the following conditions are True:
A DPS warrior is in your group
A warrior who is tanking is in your group
A warrior is in your group
If no warrior, more than 1 sword rogue is in the group
Grace of Air should be considered for use only if the above are false, and under these conditions:
A feral druid tank is in the group (ie, bear... not kitty)
A prot warrior is in your group on a non threat limited fight with high damage components
Any combination of more than 2 hunter/druids is in the group
Windfury Mechanics
Windfury Weapon was corrected in the 2.1 patch to trigger a hidden/internal 3 second cooldown. As a result, OH procs now (correctly) trigger the cooldown on the MH. Despite this set back to shaman DPS (net loss of about 10-15% DPS for enhancement shaman), Windfury Weapon is still the best weapon imbue to use %u2013 even the developers admitted to as much in their IRC chat, when they said they have no intention to scale the other weapon imbues to match the power of Windfury.
The cooldown on Windfury Weapon means that an OH that is faster than the MH is extremely detrimental to shaman DPS. The fast OH is more likely to hit again after a WF cooldown and therefore has the first opportunity to proc a new WF and trigger the cooldown again. OH interference prevents MH WF procs and thus reduces your DPS. It has been shown that this cooldown interference is so severe that replacing an epic dagger OH with a green or blue 2.6 speed OH will actually increase your DPS. (Again, despite this problem, it is still preferrable to have WF on the OH. Any WF proc, even on the OH, will result in more DPS over time than FlameTongue or Rockbiter on the OH.)
Windfury Proc Rate: When you are wielding a two handed weapon, or are using a sword and shield, your chance to proc windfury on any landed attack outside the 3-second cooldown is 20%. When you dual wield weapons, the chance on each landed attack outside the 3-second cooldown is approximatedly 36%, if and only if both weapons are imbued with Windfury.
Original findings posted by Disquette
Analysis of the combat log shows that if you sum all hits, the proc rate while DWing is 20%, but that includes hits you make while inside the 3 second cooldown, which cannot actually proc WF. When you remove the ineligible hits the observed proc rate from the eligible hits becomes 36%.
The attack power bonus from Windfury is not reduced by the 50% OH damage penalty from Dual Wielding.
StormStrike and Windfury are not normalized - their damage will increase with slower weapons.
Modeling indicates weapons hasted between 1.50 and 1.41 speed will actually experience a sharp decrease in DPS due to more main hands fallilng out of sync with the Windfury cooldown.
Enhance Shaman: The Collected Works of Theorycraft, Vol I
It may be hard in practice to actually achieve those speeds for long periods of time though. It is not recommended that you plan your gear around this haste effect just be aware of it.
Update! Empirical testing done in-game indicates that this theory may not hold true! Enhance Shaman: The Collected Works of Theorycraft, Vol I Remember - always test the theory in-game before accepting it as gospel!
Do not use WF Totem instead of WF Weapon on your MH. While you may ~think~ it will help you avoid the WF cooldown problem, the totem isn't providing anywhere near the benefit you'll get from the weapon imbue.
WF Totem has the following issues: no elemental weapons bonus (40% multiple), only one extra attack (200% multiple), lesser AP bonus (scalar). Each MH WF Totem hit would be 100% extra damage or so compared to a normal attack, and has only one chance of proc'ing flurry, any weapon procs, and UR. Each MH WF imbue hit would be 280% extra damage or so compare to a normal attack, and has 2 chances of proc'ing those things.
In a very very simplified way of looking at it, you'd have to proc MH WF 2.8 as many times using the totem as you do using the imbue, for it to be worth it.
Weapon Enchants
Mongoose > Crusader > Potency, generally. None of them are wrong, it comes down to personal choice and what your gear favors. Mongoose provides 4.8% crit per proc (and stacks with double procs on MH/OH), Crusader provides 60 Strength (120 AP) at lvl 70 per proc, and Potency is a constant +20 Strength (40 AP).
Boot Enchants
For PvE, either Boars Speed or Cat's Swiftness are going to be big payoffs. Increased run speed is hands down the best enchant you can get for PvE. Derivation So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.
Shocks/Elemental Damage
The ideal shock rotation in a Raid is Flame Shock - 6 sec - Earth Shock - 6 Sec - Repeat. With CoE on a mob, Flame Shock will generally outperform the damage of Earth Shock, even with the 20% nature dmg bonus, especially if you have rogues, moonkin, or elemental shaman (or a Romulo's Poison Vial) that are consuming your StormStrike debuffs faster than you can utilize the bonus for yourself.
Strength = 2 (2.2 w/Kings)
Crit Rating = 2
Agility = 1.8 (2 w/Kings)
Hit Rating = 1.4
Attack Power = 1
Armor Penetration = 0.25 (low estimate)
But 2200 AP is a *lot*, how can I achieve that?
Well lets take a look at buffs.
MotW (w/o Talent) - 28 AP
Strength of Earth (w/ Talent) - 200 AP
Blessing of Might (w/o Talent) - 220 AP
Battleshout - 305 AP (w/o Talent)
Strength Food - 40 AP
Flasks - 120 AP (Relentless Assault)
2200 - 28 - 200 - 22 - 305 - 40 - 120 = 1287 AP that you would need on gear, and this isn't even accounting for unleashed rage!
Its not hard to achieve 2200 AP in a raid, and once you factor in Unleashed Rage,
Blessing of Kings and people putting talents points into these buffs, you will easily exceed 2200 AP.
Itemization - Hit Rating
Current theory is holding that we may not need anywhere near the hit cap like we previously thought. A good
explanation of why can be found here. Effectively, because we can get a large quantity of +Hit from talents (9%),
our special attacks (windfury and stormstrike) are already hit capped. All the extra +Hit rating on your gear is going
toward improving white damage only, which typically comprises between 45%-50% of your total damage. When you
consider the itemization costs of hit rating compared to crit rating and AP which directly impact 90% of a shaman's
total damage, you can see why hit rating is given lower precedence.