WOW Classic Shaman Professional characteristics analysis guide

Shaman is the second good friend of the Warrior in WOW Classic.

PVE aspect:
Enhancement is the highest occupation for a single attack, if you are lucky. It doesn't make sense for long-term BOSS battles, and it can't effectively control the damage burst, which can't effectively control Boss hatred. When you attack Boss, if your Windfury+Stormstrike has Critical Strike effect, the tank will not be able to control Boss hatred. This is something that may lead to death. And the life of Enhancement is a problem, the full-level Shock is reluctant to play, many teams will not be interested when you hear that you are Enhancement.


Enhancement's gameplay is relatively mature in WOW Classic, the quality of talent is also relatively perfect, and there is enough equipment support in the later game. But still the problem, the damage broke out in a while, but the duration is not long. Only the Level 1 Lightning Bolt can be used in the absence of MP, so it only exists in PVP.

Restoration is more interesting. 1v1 has the same healing power as Paladin. Although there is no nearly cheating protection like Blessing of Protection, Self Invulnerability, Blessing of Freedom, etc., Ancestral Healing can provide 25% extra armor for tanks. It is very useful to reduce the damage effect.

Totem can also provide the team with the equivalent of 4 Blessing effects, and even the Windfury Totem warrior's favorite things, the ability to increase damage is very powerful, Healing Wave is the most needless thinking in group therapy skills, Mana Tide The team resumed the MP.


But despite this, why do many players think that Shaman is not as effective as the Holy-Paladin team?
First, Blessing of Kings can improve the team's fault tolerance.
Secondly, Shaman will not dispel the magic, which causes the Horde side to need a lot of Priest in order to dispel the magical DEBUFF of 40 people in an instant. The signature skill of Priest is shield. When one runs out, others can't. Used, this particularly affects the treatment of Priest.

The idea of ​​TotemBuff for the eight Shaman teams is beautiful, but there are not so many treatment locations. If you want all the treatments to enjoy the effect of Mana Tide, then the melee professional Windfury Totem is gone.
Fortunately, Shaman's Healing Wave automatically chooses the most injured teammates to bounce, making the Horde team's blood volume control more stable than Alliance, which is a bit of a disadvantage.

Employment:
In WOW Classic, Warlock, Shaman and Druid are hidden professions (relatively few people play these professions), as long as you choose Restoration, your team will definitely have your position, there will be 3~4 in the general team. Shaman's position, unless the staff is not uniform, generally does not add a fifth, the proportion of the treatment profession is generally Druid (1), Shaman (4), Priest (5) or Druid (2), Shaman (3), Priest (5).

In fact, Shaman's strong period is in the stage of not needing fault tolerance and returning to other treatments. The two Shamans are equipped with eight full maps, which increases the damage very much, even if the effect of Blessing of Might is not comparable. It is a pity that for the general team, the fault-tolerant rate is the first goal. After all, a team of 40 people will always have 3-4 cancers, and it is not normal.

PVP aspect:
Enhancement-Shaman is similar to Retribution-Paladin. It is nothing but a Shock. It hurts all the luck.

However, Enhancement-Shaman is better than Retribution-Paladin. Although the Stormfury effect provided by Stormstrike lasts for 20 seconds, it is still slightly more controllable.


Similar to Retribution-Paladin, the team can't fight, but 1V1 can. However, Enhancement-Shaman is not afraid of being controlled by the other party, nor is it afraid to be flying a kite by Mage. There are almost corresponding strategies for various occupations.

But even so, Enhancement-Shaman's employment opportunities are still very embarrassing, as the lack of mobile skills in the melee, the lack of control of the damage, the outbreak of the injury is all about luck, the skills of becoming a wolf take time, not Charge, Intercept, there is no Blessing of Freedom, 100% of the firepower of the other party is not possible.

During the team battle, your therapist teammates use a lot of MPs, heal + remove the magic effect, and finally let you attack each other. If you are lucky enough to put the other KO, you will not disappoint the therapist's efforts, if there is a miss or The damage of ordinary attacks, it is estimated that your teammates want to kill you, because you can not support the next ordinary attack, the opponent will not give you the opportunity to attack him again.

Windfury's probability is only 20%, the probability of 2 Critical Strikes is not even 10%, and the probability of 3 times is even lower. A single game experience is a bit more fun than Retribution-Paladin. After all, the various Totem mechanisms are enough for you to think about it for a long time.


If there are more than 5 well-equipped Enhancements in a Warsong Gulch, then the opponents don't have to play, but this is after the BWL version. The MC version of Shaman has only 3 damage suits, and the sum of magic damage is less than 30. And there is no weapon that Shaman can take to increase magic damage, none of them, which makes Enhancement-Shaman's attack power insufficient.

Needless to say, Restoration, employment is very easy, Purification + adjuvant treatment + supplemental damage, Windfury is the favorite of Arms-Worrior, Worrior uses 5 talent to increase the additional attack by 5%, Shaman a Totem increase by 20%.

Restoration-Shaman needs to consume a lot of Gold during the upgrade process, but this is not a concern. You can go to U4gm to buy the cheap Classic WOW Gold AU, which will make your game experience more perfect.

Read more about Shaman's guide.

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