Shamans - "Your Totemizing Teamates!"

Pyrox's picture

Was a little bored and have been asked loads of questions about totems and which totems can be used while having others up etc., so hopefully this thread answers your questions about the wonderful class of shamans. Smiling

Totems

Shamans can use 4 totems at any one time each with 5 health with the exception of 3 (so basically they can be one shotted) and each last for 2 minutes with a few exceptions. Each 1 of the 4 totems represents one element: Earth (Green), Fire (Red), Water (Light Blue) and Air (Darker Blue), you can only have one totem of each element out at any one time. The majority of best totems are Air totems with a few under Earth. The most useful totems for raiding I have listed below:

(* = can be improved via talent tree)

Earth

Strength of Earth Totem*

What it does: Increases strength by 86 to nearby party members.
When it should be used: Whenever you’re in a group with a dps warrior, rogue, enhancement shaman, feral druid or hunters pet.

Stoneskin Totem*

What it does: Reduces damage done by 43 to nearby party members.
When it should be used: Whenever you’re with a tank of some sort.

Tremor Totem

What it does: Every 10 seconds, nearby party members get “snapped” out of fear, sleep and charm effects.
When it should be used: Whenever on a fearing/sleeping/charming boss encounter or trash pack.

Earth Elemental Totem

What it does: Summons an earth elemental that acts as a tank that AoE taunts.
When it should be used: Whenever you have agro from a tauntable mob.
Note: It has a 20 minute cooldown.

Fire

Searing Totem

What it does: Attacks a nearby opponent with fireball type of move.
When it should be used: Whenever it’s appropriate.

Frost Resistance Totem

What it does: Gives nearby party members +70 frost resistance.
When it should be used: Whenever vs. a mob that does frost damage to party members.
Note: Does not stack with Paladin’s Frost Resistance Aura.

Fire Elemental Totem

What it does: Summons a fire elemental that acts as a DPS that has an AoE move.
When it should be used: Whenever a boss has roughly 2 minutes left of life to help down him/her.
Note: Has a 20 minute cooldown.

Totem of Wrath

What it does: Gives nearby party members +3% spell hit and +3% spell crit.
When it should be used: If you have this totem, pretty much all the time as long as you don’t need to use another fire totem.
Note: This totem requires 40 points under the Elemental Talent Tree.

Water

Mana Spring Totem*

What it does: Gives nearby party members 20 mana every 2 seconds.
When it should be used: Always pretty much, unless you’re in need of another water totem.

Healing Spring Totem*

What it does: Gives nearby party members 18 health every 2 seconds.
When it should be used: Whenever mana is not an issue for you or your group (unlikely) or whenever 2 shamans are in one group.
Note: This totem is affected by +healing.

Mana Tide Totem

What it does: Gives nearby party members 6% of their total mana every 3 seconds for 12 seconds (i.e. gives 24% of your total mana over 12 seconds).
When it should be used: Whenever you and your party members go below 76% mana.
Note: This totem requires 30 points under Restoration Talent Tree, and it has a 5 minute cooldown.

Poison Cleansing Totem

What it does: Dispells nearby party members of poison effects every 5 seconds.
When it should be used: Whenever you’re fighting a mob that does an AoE poison effect.
Note: This totem costs the same as it is to dispell a single poison effect (i.e. it is cheaper to plot a totem down if it’s just your group getting hit by the poison effect)

Disease Cleansing Totem

What it does: Dispells nearby party members of disease effects every 5 seconds.
When it should be used: Whenever you’re fighting a mob that does an AoE disease effect.
Note: This totem costs the same as it is to dispell a single disease effect (i.e. it is cheaper to plot a totem down if it’s just your group getting hit by the disease effect)

Fire Resistance Totem

What it does: Gives nearby party members +70 fire resistance.
When it should be used: Whenever vs. a mob that does fire damage to party members.
Note: Does not stack with Paladin’s Fire Resistance Aura.

Air

Windfury Totem*

What it does: Gives nearby party members a secondary enchant on their main hand weapon which has a 20% chance to do an additional attack worth 2 attacks with extra attack power.
When it should be used: Whenever a warrior and/or 2 sword rogues are in the group.
Note: This is by far the most powerful totem shamans have, this is a great asset to melee DPS.

Grace of Air Totem*

What it does: Increases agility by 77 to nearby party members.
When it should be used: When in a melee DPS/Feral Druid tanking group where there is no warrior and/or 2 sword rogues.

Wrath of Air Totem

What it does: Increases spell damage by 101 to nearby party members.
When it should be used: When in a group where there is no warrior or 2 DPS rogues but when with healers/caster DPS.

Grounding Totem*

What it does: Redirects one harmful non-AoE spell from a nearby party member to the Grounding Totem.
When it should be used: Whenever fighting a spell caster.
Note: This totem has a 15 sec cooldown but isn’t always worth sacrificing another air totem for this one.

Nature Resistance Totem

What it does: Gives nearby party members +70 nature resistance.
When it should be used: Whenever vs. a mob that does nature damage to party members.
Note: Does not stack with Hunter’s Aspect of the Wild.

Boss Fights

Every time a boss encounter starts, do not expect shamans to be the first to heal the tank or anyone, shamans have got to plot the appropriate totems before to benefit themselves and their group. During the boss encounter, shamans have got to make sure their appropriate totems get refreshed every 2 minutes maximum, which can take 8 seconds to replot them due to global cooldown.

Another important factor of the boss encounter is to make sure that Heroism is used at a crucial time where DPS/healing is needed more or when a boss is below 20% health due to many classes have talents or moves that come into effect or can only be used when the target is below 20% health.

“Must Have” Talents

There are at least 2 “must have” talents; one is under the first tier of the enhancement talent tree (yes, the this talent tree is called the enhancement talent tree, not enchantment), which is called Ancestral Knowledge (0/5), which increases maximum mana by a total of 5% (when 5 talent points have been used on it). The other “must have” talent is called Totemic Mastery (0/1), which requires at least 10 points under the restoration talent tree, this talent increases the range of your totems by a further 10 yards (i.e. the range of your totem is increased from 20 yards to 30 yards).

Paladin Blessings

Sadly, like all other classes with 2 or more possible roles, there is a bit of blessing switching that is needed.

When there are just restoration shamans:
1) BoS
2) BoW
3) BoK

When there are just enhancement shamans:
1) BoS
2) BoM
3) BoK

When there are restoration and enhancement shamans:
1) BoS
2) BoK
3) BoW (but single BoM the enhancement shamans)

However different encounters might alter the arrangements.
__________________________________________________

Thanks for reading, you now know the foundations of shamans. Smiling

May add a little more when I can be bothered about specs roles and basic nerd talk that I have read before. And no, I haven't copied and pasted it from anywhere, it's all my own stuff.