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T A B L E O F C O N T E N T S
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I. Information [Intro1]
II. Warlock Class [Class1]
III. Affliction Talent Tree [Tree1]
IV. Demonology Talent Tree [Tree2]
V. Destruction Talent Tree [Tree3]
VI. Credits And Special Thanks [Spctnks1]
VII. Legal Information and Closing [Linfo1]

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I. Information [Intro1]
================================================================

I decided to make this guide a few days ago, back when I noticed that
that there aren’t any talent guides on the Burning Crusade board.
with that in mind, and the fact that I main a Warlock this guide was
born. Readers expect a few more guides to come out, I plan to do many
more talent guides for this game over the course of the next few
weeks.

More than likely, I will have to update this guide whenever a new patch
or whatever comes out. This is mostly due to the fact that blizzard will
change the talent tree(s) at any given time whenever they see fit, so
to keep this guide recent patchly updates are needed :P.

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II. Warlock Class [Class1]
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Now I know what you’re all thinking… Warlocks are so (o x 100) OP’ed
(Over-powered) but this is far from the truth. I won’t lie and say that
warlocks are UP’ed (Under-Powered) but we aren’t the best either.
Roughly, about 1/3 of the current classes can utterly destroy us,
these classes being: MS Warriors, Rogues, and BM hunters.

Warlocks mainly dominate other main spellcasters, Druids and Shamans.
However a Warlock’s main strength is the impressive CC (Crowd Control) that
we have access to, or the massive damage over time that we can potentially
pull off.

This being said, you’ll find that the most impressive damage can be done
by either the Affliction or Demonology spec. Before I get bashed, while
destro (Destruction) CAN pull off high criticals, I feel that it changes
a Warlock into a “Mage wannabe” which isn’t cool at all. Plus,
while Destruction allows A warlock to do quick burst damage, you’ll find
that Destro Warlocks lack survivability and tend to have a lot more down
time than Affliction or Demonology Warlocks.

It is for that reason that I recommend that a person that is new to the
Warlock class go Demonology or Affliction first, as Destruction tends to be
a spec for someone who is more experienced.

when you’re playing a Warlock a key point to remember is for you to look
for specific bonuses when choosing gear. Always look for: Stamina,
Intellect, and +Spell Damage in that order specifically. Adding Stamina
is always important for a Warlock due to the fact that the Warlock has
many “convert health into mana” abilities.

Stamina = +10 points of health
Intellect = +15 points of mana

Below when I list the talent trees, I will also list 1-5 stars by the
name of the talents. One star means that the talent is utterly worthless,
while 5 stars means the talent is highly valuable.

Some key terms to remember are:

(DoTs) DoTs stand for “Damage Over Time Spells” which are a Warlock’s key
form of doing damage.

(Drain Tanking) When a Warlock uses the Drain Life spell to gain back
life from their enemy while their enemy hits on them. The object is to
stack DoTs on their enemy then repeatedly use “Drain Life” to heal back
health quicker than the enemy can make you lose it. Since Drain Life heals
more health per DoT on the enemy, it is neccesary to stack as many DoTs
as possible.

(OP’ed) Over-powered

(UP’ed) Under-powered

(Spec’ed) Talent specialization

(Mobs) Monsters, or enemies inside of the game.

(Grind) Killing multiple mobs as quick as possible to gain massive exp,
gold, or items.

(SS) Soul Shard

(Proc’ing) When a random effect from an ability or talent occurs.

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III. Affliction Talent Tree [Tree1]
================================================================

(Suppression) ***

Rank 1/5: Reduces the chance for enemies to resist your affliction spells
by 2%.
(1 talent point invested)

Rank 2/5: Reduces the chance for enemies to resist your affliction spells
by 4%.
(2 talent points invested)

Rank 3/5: Reduces the chance for enemies to resist your affliction spells
by 6%.
(3 talent points invested)

Rank 4/5: Reduces the chance for enemies to resist your affliction spells
by 8%
(4 talent points invested)

Rank 5/5: Reduces the chance for enemies to resist your affliction spells
by 10%
(5 talent points invested)

“Personal Opinion”: Don’t invest into this unless you have extra talent
points lying around, which is almost never.

(Improved Corruption) *****

Rank 1/5: Reduces the casting time of your Corruption spell by 0.4 sec.
(1 talent point invested)

Rank 2/5: Reduces the casting time of your Corruption spell by 0.8 sec.
(2 talent points invested)

Rank 3/5: Reduces the casting time of your Corruption spell by 1.2 sec.
(3 talent points invested)

Rank 4/5: Reduces the casting time of your Corruption spell by 1.6 sec.
(4 talent points invested)

Rank 5/5: Reduces the casting time of your Corruption spell by 2.0 sec.
(5 talent points invested)

“Personal Opinion”: This is one of the most valuable talents that you
can spec into. This makes your Corruption DoT (damage over time) spell
an instant cast so you can cast it while moving without it interrupting.
You’ll definitely need this as an instant cast spell if you intend to
grind in the future.

(Improved Curse Of Weakness) *
~Requires 5 points in Affliction Talents~

Rank 1/2: Increases the effect of your Curse of Weakness by 10%
(1 talent point invested)

Rank 2/2: Increases the effect of your Curse of Weakness by 20%
(2 talent points invested)

“Personal Opinion”: This is not worth it at all. Even when you’re fighting
a foe who has a lot of attack power, it’s usually better to apply a real
curse (Curse of Agony) to do tons of good damage, rather than simply
reducing their damage by a small amount.

(Improved Drain Soul) *****
~Requires 5 points in Affliction Talents~

Rank 1/2: Returns 7% of your maximum mana if the target is killed by you
when you drain it’s soul. In addition, your Affliction spells generate
5% less threat.
(1 talent point invested)

Rank 2/2: Returns 15% of your maximum mana if the target is killed by you
when you drain it’s soul. In addition, your Affliction spells generate 10%
less threat.
(2 talent points invested)

“Personal Opinion”: This is another valuable talent that no Warlock can
be without. This talent basically allows you to return a good sum of
mana back into your mana pool, which enables you to keep on spellcasting
without having to sit down and drink. Definitely a talent that you’ll
want to spec into.

(Improved Life Tap) ****
~Requires 5 points in Affliction Talents~

Rank 1/2: Increases the amount of Mana awarded by your Life Tap spell by
10%
(1 talent point invested)

Rank 2/2: Increases the amount of Mana awarded by your Life Tap spell by
20%
(2 talent points invested)

“Personal Opinion”: Not so important if you decide to spec into full
Affliction, because the “Dark Pact” spell is arguably better in every
way. However if you plan to totally eliminate your down time, then
you should grab this.

(Soul Siphon) *****
~Requires 5 points in Affliction Talents~

Rank 1/2: Increases the amount of health drained by your Drain Life spell
by an additional 2% for each Affliction effect on the target, up to a
maximum of 24% additional effect.
(1 talent point invested)

Rank 2/2: Increases the amount of health drained by your Drain Life spell
by an additional 4% for each Affliction effect on the target, up to a
maximum of 60% additional effect.
(2 talent points invested)

“Personal Opinion”: Grab this if you want to be a drain tanker.

(Improved Curse of Agony) *****
~Requires 10 points in Affliction Talents~

Rank 1/2: Increases the damage done by your Curse of Agony spell by 5%
(1 talent point invested)

Rank 2/2: Increases the damage done by your Curse of Agony spell by 10%.
(2 talent points invested)

“Personal Opinion”: Grab this just for the extra damage it brings. Note
that you can potentially raise the damage of your Curse Of Agony and
all of your others spells by stacking +Spell Damage bonuses, but
you don’t get too many good +spell damage bonuses without running instances.

(Fel Concentration) ****
~Requires 10 points in Affliction Talents~

Rank 1/5: Gives you a 14% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(1 talent point invested)

Rank 2/5: Gives you a 28% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(2 talent points invested)

Rank 3/5: Gives you a 42% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(3 talent points invested)

Rank 4/5: Gives you a 56% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(4 talent points invested)

Rank 5/5: Gives you a 70% chance to avoid interruption caused by damage
while channeling your Drain Life, Drain Mana, or Drain Soul spells.
(5 talent points invested)

“Personal Opinion”: This is so-so, it’s good if you don’t want those
important spells to break before they are supposed to be over with.
However, you may not want to put the full 5/5 points inside of this talent
because more than likely 3-4 points should suffice. Getting 56% will ensure
that these spells won’t break more than 3/8 of the time.

(Amplify Curse) ***
~Requires 10 points in Affliction Talents~

Rank 1/1: Learn the “Amplify Curse” spell.

Amplify Curse:

Increases the effect of your next Curse of Doom, or
Curse of Agony spells by 50%, or your Curse of Exhaustion spell by 20%.
Instant cast, 3 minute cooldown, Lasts 30 seconds.

“Personal Opinion”: I never get this spell, because usually it doesn’t
make enough difference to matter much. You’ll only see use of this spell
on bosses, because random regular mobs are easy enough to take out.
A cooldown of 3 minutes ensures that you won’t be using this as often as
you would like to, this spell would be more useful if the cooldown was
about 75% less. But seeing as how the cooldown is long, you won’t be
using it, due to you forgetting that you have it available.

(Grim Reach) *****
~Requires 15 points in Affliction Talents~

Rank 1/2: Increases the range of your Affliction spells by 10%
(1 talent point invested)

Rank 2/2: Increases the range of your Affliction spells by 20%
(2 talent points invested)

“Personal Opinion”: This is definitely a talent that you would want to
spec into. Giving your Affliction spells +20% more range, means you’ll
be able to hit targets who are farther away.

(Nightfall) *****
~Requires 15 points in Affliction Talents~

Rank 1/2: Gives your Corruption and Drain Life spells a 2% chance to
cause you to enter a “Shadow Trance” state after damaging the opponent.
The Shadow Trance state reduces the casting time of your next Shadow bolt
spell by 100%
(1 talent point invested)

Rank 2/2: Gives your Corruption and Drain Life spells a 4% chance to cause
you to enter a “Shadow Trance” state after damaging the opponent.
The Shadow Trance state reduces the casting time of your next shadow bolt
spell by 100%
(2 talent points invested)

“Personal Opinion”: I can’t begin to tell you how useful this talent is
and no doubt that you’ll be seeing a lot of proc’ing from this talent.
No casting time for a shadow bolt equals extra quick damage, which is
certainly welcome.

(Empowered Corruption) ****
~Requires 15 points in Affliction Talents~

Rank 1/3: Your Corruption spell gains an additional 12% of your
bonus spell damage effects.
(1 talent point invested)

Rank 2/3: Your Corruption spells gains an additional 24% of your
bonus spell damage effects.
(2 talent points invested)

Rank 3/3: Your Corruption spell gains an additional 36% of your
bonus spell damage effects
(3 talent points invested)

“Personal Opinion”: You won’t notice much from this talent until level 65
or so, mostly because you gain most of your +spell damage boosts from
higher level equipment. That being the case, I wouldn’t spec into this
until you’re level 70 so that you can really see a big difference in
damage.

(Shadow Embrace) ***
~Requires 20 points in Affliction Talents~

Rank 1/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 1%
(1 talent point invested)

Rank 2/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 2%
(2 talent points invested)

Rank 3/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 3%
(3 talent points invested)

Rank 4/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 4%
(4 talent points invested)

Rank 5/5: Your Corruption, Curse of Agony, Siphon Life, and Seed of
Corruption spells also casts the “Shadow Embrace” effect onto the enemy
which reduces physical damage caused by 5%
(5 talent points invested)

“Personal Opinion”: This ability is okay I guess, but it’s situational.
It’s only good against melee characters for starters and you must fully
spec into it to reduce the damage of the enemy by a “decent” amount.
The saving grace of this talent, is that the “Shadow Embrace” effect
causes Drain Life to heal you more, because it’s counted as an Affliction
effect.

(Siphon Life) *****
~Requires 20 points in Affliction Talents~

Rank 1/1: Learn the “Siphon Life” spell.

Siphon Life:

Transefers X amount of health from the target to the caster every 3 seconds.
Lasts 30 seconds, Instant, 30 yard range, X amount of mana, rank 1 spell.

“Personal Opinion”: This is one of the best DoTs that you will get,
and for good reason. This spell gives you health back WHILE you’re
destroying your enemy slowly. Tied into the fact that this and Drain
Life stack, also knowing that Drain Life gives you more health since
this is counted as an Affliction effect… you’ll enjoy this.

(Curse of Exhaustion) **
~Requires 20 points in Affliction Talents~
~Requires 1 point in Amplify Curse~

Rank 1/1: Learn the “Curse of Exhaustion” spell.

Curse of Exhaustion:

Reduces the target’s speed by 30%, only one curse per Warlock can be
applied on any one target.
Lasts 12 seconds, 30 yard range, 123 mana, rank 1 spell.

“Personal Opinion”: Not the best talent, because it requires you to learn
another talent first. It’s a form of CC but compared to a Warlock’s main
CC, Fear, it’s obviously second-rate. Take this if you plan to PVP, because
only in PVP is it highly valuable.

(Shadow Mastery) *****
~Requires 25 points in Affliction Talents~
~Requires 1 point in Siphon Life~

Rank 1/5: Increases the damage dealt or life drained by your shadow
spells by 2%
(1 talent point invested)

Rank 2/5: Increases the damage dealt or life drained by your shadow
spells by 4%
(2 talent points invested)

Rank 3/5: Increases the damage dealt or life drained by your shadow
spells by 6%
(3 talent points invested)

Rank 4/5: Increases the damage dealt or life drained by your shadow
spells by 8%
(4 talent points invested)

Rank 5/5: Increases the damage dealt or life drained by your shadow
spells by 10%
(5 talent points invested)

“Personal Opinion”: Extra damage and extra health drained from an enemy
is always good, so don’t pass this up at all.

(Contagion) *****
~Requires 30 points in Affliction Talents~

Rank 1/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 6%
(2 talent points invested)

Rank 2/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 12%
(2 talent points invested)

Rank 3/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 18%
(3 talent points invested)

Rank 4/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 24%
(4 talent points invested)

Rank 5/5: Increases the damage of your Curse of Agony, Corruption, and
Seed of Corruption spells by 1% and reduces the chance your Affliction
spells will be dispelled by an additional 30%
(5 talent points invested)

“Personal Opinion”: This is most definitely necessary and a very good
talent to invest into. A good 45% of the classes have dispelling abilities
and the extra damage is good.

(Dark Pact) *****
~Requires 30 points in Affliction Talents~

Rank 1/1: Learn the “Dark Pact” spell.

Dark Pact:

Drains X of your current pet’s Mana, returning 100% of the mana you
stole from them to you.
30 yard range, instant cast, rank 1.

“Personal Opinion”: If you don’t get this talent, then I feel sorry for
you. This talent is highly necessary for grinding and it allows you to
grind tons of mobs without having to sit down and drink.

(Improved Howl Of Terror) **
~Requires 35 points in Affliction Talents~

Rank 1/2: Reduces the casting time of your Howl Of Terror spell by
0.8 seconds.
(1 talent point invested)

Rank 2/2: Reduces the casting time of your Howl of Terror spell by
1.5 seconds.
(2 talent points invested)

“Personal Opinion”: Not really needed, only if you plan to pvp a lot,
as mobs generally don’t strike hard enough to cause too much interruption.
If you’re going to be a PvP fiend, then you should generally get this
unless you got Curse of Exhaustion earlier, if you didn’t get CoE then
get this without a doubt.

(Malediction) *
~Requires 35 points in Affliction Talents~

Rank 1/2: Increases the damage bonus effect of your Curse of Shadows,
and Curse of Elements spells by an additional 1%
(1 talent point invested)

Rank 2/3: Increases the damage bonus effect of your Curse of Shadows,
and Curse of Elements spells by an additional 2%
(2 talent points invested)

Rank 3/3: Increases the damage bonus effect of your Curse of Shadows,
and Curse of Elements spells by an additional 3%
(3 talent points invested)

“Personal Opinion”: Honestly.. when are you ever going to need that
extra 3% of damage? You would be better off with Curse of Agony than this,
Curse of Agony will potentially do way more damage than that extra 3%
will net you.

(Unstable Affliction) ****
~Requires 40 points in Affliction Talents~
~Requires 5 points in Contagion~

Rank 1/1: Learn the “Unstable Affliction” spell.

Unstable Affliction:

Shadow energy slowly destroys the target, causing X amount of damage over
18 seconds. In addition, if the Unstable Affliction is dispelled it will
cause X amount of damage to the dispeller and silence them for 5 seconds.
30 yard range, X amount of mana, 1.5 second cast, rank 1.

“Personal Opinion”: Yay another DoT spell!…. if only it were instant
like the rest, sadly it’s not. But this spell still is very useful, if you
don’t waste your time casting this on Melee characters and just focus
on the casters. If a caster dispels this, then they are pretty much a
goner for those five seconds.

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IV. Demonology Talent Tree [Tree2]
================================================================

(Improved Healthstone) ***

Rank 1/2: Increases the amount of health restored by your Healthstones
by 10%
(1 talent point invested)

Rank 2/2: Increases the amount of health restored by your Healthstones
by 20%
(2 talent points invested)

“Personal Opinion”: I’d say putting one point into this should suffice,
sure putting in both points is worth it, but there’s usually something
else that you’re better off putting those valuable talent points into.

(Improved Imp) ****

Rank 1/3: Increases the effect of your Imp’s Firebolt, Fire Shield,
and Blood Pact spells by 10%
(1 talent point invested)

Rank 2/3: Increases the effect of your Imp’s Firebolt, Fire Shield,
and Blood Pact spells by 20%
(2 talent points invested)

Rank 3/3: Increases the effect of your Imp’s Firebolt, Fire Shield,
and Blood Pact spells by 30%
(3 talent points invested)

“Personal Opinion”: No matter what spec you’re going for, this is always
welcomed. The imp’s extra dps, Stamina, and Fire shield are good enough
to always get the job done. Not to mention that the Imp has the fastest
mana regen rate of all of your pets, and since it doesn’t cost a soulshard
this makes the Imp the best pet to be used for Dark Pacting.

(Demonic Embrace) ****

Rank 1/5: Increases your total Stamina by 3%, but reduces your total
Spirit by 1%
(1 talent point invested)

Rank 2/5: Increases your total Stamina by 6%, but reduces your total
Spirit by 2%
(2 talent points invested)

Rank 3/5: Increases your total Stamina by 9%, but reduces your total
Spirit by 3%
(3 talent points invested)

Rank 4/5: Increases your total Stamina by 12%, but reduces your total
Spirit by 4%
(2 talent points invested)

Rank 5/5: Increases your total Stamina by 15%, but reduces your total
Spirit by 5%
(3 talent points invested)

“Personal Opinion”: Well seeing as how Spirit is near useless for a
Warlock, and Stamina is very important to a Warlock, this should be
a no brainer right? The reduction in Spirit is small and you’ll barely
notice it, however you’re guaranteed to notice 15% extra health for your
Stamina points.

(Improved Health Funnel) ***
~Requires 5 points in Demonology Talents~

Rank 1/2: Increases the amount of health transferred by your Health Funnel
spell by 10% and reduces the health cost by 10%
(1 talent point invested)

Rank 2/2: Increases the amount of health transferred by your Health Funnel
spell by 20% and reduces the health cost by 20%
(2 talent points invested)

“Personal Opinion”: Unless you plan to let your pet do most of the work,
I would generally suggest you put your talent points into something better.
However if you want your pet to tank higher leveled mobs, this talent might
be a bit viable.

(Improved Voidwalker) **
~Requires 5 points in Demonology Talents~

Rank 1/3: Increases the effectiveness of your Voidwalker’s Torment,
Consume Shadows, Sacrifice, and Suffering spells by 10%
(1 talent point invested)

Rank 2/3: Increases the effectiveness of your Voidwalker’s Torment,
Consume Shadows, Sacrifice, and Suffering spells by 20%
(2 talent points invested)

Rank 3/3: Increases the effectiveness of your Voidwalker’s Torment,
Consume Shadows, Sacrifice, and Suffering spells by 30%
(3 talent points invested)

“Personal Opinion”: While this is very valuable early on, the use of this
particular talent slowly diminishes over time. Voidwalkers are used quite
a bit early on, but when you get the Felguard you’ll find that the
Voidwalker isn’t too good or needed as much as before.

(Fel Intellect) ****
~Requires 5 points in Demonology Talents~

Rank 1/3: Increases the Intellect of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 5% and increases your maximum Mana by 1%
(1 talent point invested)

Rank 2/3: Increases the Intellect of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 10% and increases your maximum Mana by 2%
(2 talent points invested)

Rank 3/3: Increases the Intellect of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 15% and increases your maximum Mana by 3%
(3 talent points invested)

“Personal Opinion”: Put it this way, with more mana your pets can get in
more attacks and use their abilities more. The extra mana won’t hurt you
either.

(Improved Succubus) ***
~Requires 10 points in Demonology Talents~

Rank 1/3: Increases the effect of your Succubus’ Lash of Pain and
Soothing Kiss spells by 10%, and increases the duration of your
Succubus’ Seduction and Lesser Invisibility by 10%.
(1 talent point invested)

Rank 2/3: Increases the effect of your Succubus’ Lash of Pain and
Soothing Kiss spells by 20%, and increases the duration of your
Succubus’ Seduction and Lesser Invisibility by 20%.
(2 talent points invested)

Rank 3/3: Increases the effect of your Succubus’ Lash of Pain and
Soothing Kiss spells by 30%, and increases the duration of your
Succubus’ Seduction and Lesser Invisibility by 30%.
(3 talent points invested)

“Personal Opinion”: This talent is worth it, I recommend putting at
least one or two points into this as the extra seduce time will come
in handy when you’re running instances. The only time that this wouldn’t
be a useful talent to keep is when you get the Felguard.

(Fel Domination) ****
~Requires 10 points in Demonology Talents~
~Requires 5 points in Contagion~

Rank 1/1: Learn the “Fel Domination” spell.

Fel Domination:

Your next Imp, Voidwalker, Succubus, Felhunter, or Felguard Summon spell
has it’s casting time reduced by 5.5 seconds and it’s Mana cost reduced
by 50%
Instant cast, Lasts 15 seconds, 15 minute cooldown.

“Personal Opinion”: Take this, without a second thought. This is highly
useful because even when your pet dies, you can summon a second one in
a quick second. If you take this, you must definitely take
Master Summoner.

(Fel Stamina) *****
~Requires 10 points in Demonology Talents~

Rank 1/3: Increases the Stamina of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 5% and increases your maximum health by 1%
(1 talent point invested)

Rank 2/3: Increases the Stamina of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 10% and increases your maximum health by 2%
(2 talent points invested)

Rank 3/3: Increases the Stamina of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard by 15% and increases your maximum health by 3%
(3 talent points invested)

“Personal Opinion”: Take this, extra health equals more survivability.

(Demonic Aegis) *****
~Requires 10 points in Demonology Talents~

Rank 1/3: Increases the effectiveness of your Demon Armor, and Fel Armor
by 10%
(1 talent point invested)

Rank 2/3: Increases the effectiveness of your Demon Armor, and Fel Armor
by 20%
(2 talent points invested)

Rank 3/3: Increases the effectiveness of your Demon Armor, and Fel Armor
by 30%
(3 talent points invested)

“Personal Opinion”: This is one of the few talents that makes other talent
trees jealous. While Demon Armor is useless once you get Fel Armor,
Fel Armor’s +spell damage and additional healing effect is increased
majorly by this.

(Master Summoner) *****
~Requires 15 points in Demonology Talents~
~Requires 1 point in Fel Domination~

Rank 1/2: Reduces the casting time of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard Summoning spells by 2 seconds and the Mana cost
by 20%
(1 talent point invested)

Rank 2/2: Reduces the casting time of your Imp, Voidwalker, Succubus,
Felhunter, and Felguard Summoning spells by 4 seconds and the Mana cost
by 40%
(2 talent points invested)

“Personal Opinion”: Honestly, who wouldn’t take this? Who doesn’t
want quicker summoned pets? This talent is godly.

(Unholy Power) ****
~Requires 15 points in Demonology Talents~

Rank 1/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 4%
(1 talent point invested)

Rank 2/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 8%
(2 talent points invested)

Rank 3/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 12%
(3 talent points invested)

Rank 4/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 16%
(2 talent points invested)

Rank 5/5: Increases the damage done by your Voidwalker, Succubus,
Felhunter, and Felguard’s Melee attacks and your Imp’s Firebolt
by 20%
(3 talent points invested)

“Personal Opinion”: Saying this talent is “fairly useful” would be a
very drastic under-statement. This talent helps out majorly with pet
based DPS and will definitely help you take out enemies faster. You’ll
see a big difference with your Imp and Succubus’ damage if you went
with improved Imp and Succubus’ as well as this.

(Improved Enslave Demon) **
~Requires 20 points in Demonology Talents~

Rank 1/2: Reduces the Attack Speed and Casting Speed penalty of your
Enslave Demon spell by 5% and reduces the chance that they will resist
your Enslave Demon spell by 5%
(1 talent point invested)

Rank 2/2: Reduces the Attack Speed and Casting Speed penalty of your
Enslave Demon spell by 10% and reduces the chance that they will resist
your Enslave Demon spell by 10%
(2 talent points invested)

“Personal Opinion”: If I were you, I wouldn’t touch this. Sure, the bonus
is a “bit” (a tiny bit) nice, but this is “Demonology” spec, meaning
you’re going to be relying on the pets you get naturally to do damage.
There are talents in this tree to boost your own natural pets, so why
waste time on pets you only get for like 5-10 minutes? Felguard is
arguably better than any pet you can enslave anyway. Infernal is the only
good enslavable pet, but you won’t have him till roughly 60ish and
the penalty from Enslave Demon won’t really hurt him.

(Demonic Sacrifice) ***
~Requires 20 points in Demonology Talents~

Rank 1/1: Learn the “Demonic Sacrifice” spell.

Demonic Sacrifice: When activated, sacrifices your summoned demon to grant
you an effect that lasts 30 minutes. The effect is canceled if any Demon
is summoned. Below are the effects gained from which pet you sacrifice:

Imp: Increases your Fire damage by 15%

Voidwalker: Restores 2% of your total Health every 4 seconds.

Succubus: Increases your Shadow damage by 15%

Felhunter: Restores 3% of your total Mana every 4 seconds.

Felguard: Increases your Shadow damage by 10% and restores
2% of your total mana every 4 seconds.

“Personal Opinion”: I don’t know if this is a good enough talent to
warrant wasting a talent point in. The only GOOD reason to take this
is because “Soul Link” is right below it, thus you HAVE to get this talent
to get Soul Link. Is it a good spell to learn? No. Is it necessary to
learn? yes.

(Master Conjuror) *
~Requires 20 points in Demonology Talents~

Rank 1/2: Increases the bonus Fire damage from your Firestones and the
Firestone effect by 15% and increases the spell critical strike rating
bonus of your Spellstone by 15%
(1 talent point invested)

Rank 2/2: Increases the bonus Fire damage from your Firestones and the
Firestone effect by 30% and increases the spell critical strike rating
bonus of your Spellstone by 30%
(2 talent points invested)

“Personal Opinion”: Seriously, don’t touch this.

(Mana Feed) **
~Requires 25 points in Demonology Talents~

Rank 1/3: When you gain mana from Drain Mana or Life Tap spells, your
pet gains 33% of the mana you gain
(1 talent point invested)

Rank 2/3: When you gain mana from Drain Mana or Life Tap spells, your
pet gains 66% of the mana you gain
(2 talent points invested)

Rank 3/3: When you gain mana from Drain Mana or Life Tap spells, your
pet gains 100% of the mana you gain
(3 talent points invested)

“Personal Opinion”: Well seeing as how you don’t have Dark Pact, this
spell really isn’t too necessary. However I only see extreme use for this
if you plan on going 50/50 in Affliction and Demonology to get both this
and Dark Pact.

(Master Demonologist) *****
~Requires 25 points in Demonology Talents~
~Requires 5 points in Unholy Power~

Rank 1/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 4%

Voidwalker: Reduces physical damage taken by 2%

Succubus: Increases all damage caused by 2%

Felhunter: Increases all resistances by 0.2 per level

Felguard: Increases all damage caused by 1% and all resistances by
0.1 per level.
(1 talent point invested)

Rank 2/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 8%

Voidwalker: Reduces physical damage taken by 4%

Succubus: Increases all damage caused by 4%

Felhunter: Increases all resistances by 0.4 per level

Felguard: Increases all damage caused by 2% and all resistances by
0.2 per level.
(2 talent points invested)

Rank 3/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 12%

Voidwalker: Reduces physical damage taken by 6%

Succubus: Increases all damage caused by 6%

Felhunter: Increases all resistances by 0.6 per level

Felguard: Increases all damage caused by 3% and all resistances by
0.3 per level.
(3 talent points invested)

Rank 4/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 16%

Voidwalker: Reduces physical damage taken by 8%

Succubus: Increases all damage caused by 8%

Felhunter: Increases all resistances by 0.8 per level

Felguard: Increases all damage caused by 4% and all resistances by
0.4 per level.
(4 talent points invested)

Rank 5/5: Grants both the Warlock and the summoned demon an effect
as long as that demon is active. The effects are below:

Imp: Reduces threat caused by 20%

Voidwalker: Reduces physical damage taken by 10%

Succubus: Increases all damage caused by 10%

Felhunter: Increases all resistances by 1 per level

Felguard: Increases all damage caused by 5% and all resistances by
0.5 per level.
(5 talent points invested)

“Personal Opinion”: Highly worth it. Increases the importance of your
pets by two fold, and makes a talent like “Demonic Sacrifice” worthless.

(Demonic Resilience) ***
~Requires 30 points in Demonology Talents~

Rank 1/3: Reduces the chance you’ll be critically hit by melee and spells
by 1% and reduces all damage your summoned demon takes by 5%
(1 talent point invested)

Rank 2/3: Reduces the chance you’ll be critically hit by melee and spells
by 2% and reduces all damage your summoned demon takes by 10%
(2 talent points invested)

Rank 3/3: Reduces the chance you’ll be critically hit by melee and spells
by 3% and reduces all damage your summoned demon takes by 15%
(3 talent points invested)

“Personal Opinion”: This is actually a pretty good talent to have if you
want your pet to last awhile. The bonus that you get from this, while
minor, still amounts to something.

(Soul Link) *****
~Requires 30 points in Demonology Talents~
~Requires 1 point in Demonic Sacrifice~

Rank 1/1: Learn the “Soul Link” spell.

Soul Link: When active, 20% of all damage taken by the caster is taken
by your Imp, Voidwalker, Succubus, Felhunter, Felguard, or enslaved demon
instead. That damage cannot be prevented. In addition, both the demon and
the master will inflict 5% more damage. Lasts as long as the demon is
active and controlled.
100 Yard range, instant cast, 16% of your base mana, rank 1.

“Personal Opinion”: The best talent learned spell of the demonology tree
by far. Definitely get this, or you’re simply crazy.

(Demonic Knowledge) *****
~Requires 30 points in Demonology Talents~

Rank 1/3: Increases your Spell Damage by an amount equal to 5% of the
total of your active demon’s Stamina plus Intellect.
(1 talent point invested)

Rank 2/3: Increases your Spell Damage by an amount equal to 10% of the
total of your active demon’s Stamina plus Intellect.
(2 talent points invested)

Rank 3/3: Increases your Spell Damage by an amount equal to 15% of the
total of your active demon’s Stamina plus Intellect.
(3 talent points invested)

“Personal Opinion”: Extra spell damage means extra damage, right? That’s
proof right there that this is a most worthy talent to invest in.

(Demonic Tactics) ***
~Requires 35 points in Demonology Talents~

Rank 1/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 1%
(1 talent point invested)

Rank 2/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 2%
(2 talent points invested)

Rank 3/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 3%
(3 talent points invested)

Rank 4/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 4%
(2 talent points invested)

Rank 5/5: Increases Melee and Spell Critical strike chance for you and
your summoned demon by 5%
(3 talent points invested)

“Personal Opinion”: I personally don’t see anything too good about this
talent, I find it a waste of talent points myself. But everyone has
their own opinions on things, so what I find useless others might find
useful.

(Summon Felguard) *****
~Requires 40 points in Demonology Talents~

Rank 1/1: Learn the “Summon Felguard” spell.

Summon Felguard: Summons a Felguard under the command of the Warlock.
10 second cast, requires a soulshard, 1538 mana, rank 1.

“Personal Opinion”: One of the best pets available, certainly better than
any other melee pet. Arguably the Imp is the only pet you are going
to have use for after aquiring this.

================================================================
V. Destruction Talent Tree [Tree3]
================================================================

(Improved Shadow Bolt) ***

Rank 1/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 4% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(1 talent point invested)

Rank 2/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 8% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(2 talent points invested)

Rank 3/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 12% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(3 talent points invested)

Rank 4/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 16% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(4 talent points invested)

Rank 5/5: Your Shadow Bolt critical strikes increase Shadow damage dealt
to the target by 20% until 4 non-periodic damage sources are applied.
Effect lasts a maximum of 12 seconds.
(5 talent points invested)

“Personal Opinion”: This is a fun talent, but over-all I’d say that
putting 5 points in Cataclysm is better. I suggest you wait till
later on when you can stack tons of +Spell Critical before spec’ing in
this talent.

(Cataclysm) *****

Rank 1/5: Reduces the Mana cost of your Destruction spells by 1%
(1 talent point invested)

Rank 2/5: Reduces the Mana cost of your Destruction spells by 2%
(2 talent points invested)

Rank 3/5: Reduces the Mana cost of your Destruction spells by 3%
(3 talent points invested)

Rank 4/5: Reduces the Mana cost of your Destruction spells by 4%
(4 talent points invested)

Rank 5/5: Reduces the Mana cost of your Destruction spells by 5%
(5 talent points invested)

“Personal Opinion”: One of my favorite destruction talents and for good
reason. Destruction is the “Mana-burn” spec of a Warlock, thus this
particular talent comes in handy. This reduces the cost of over 55% of
your total spells. Not bad, eh?

(Bane) ****
~Requires 5 points in Destruction Talents~

Rank 1/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.1 sec, and your Soul Fire spell by 0.4 sec.
(1 talent point invested)

Rank 2/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.2 sec, and your Soul Fire spell by 0.8 sec.
(2 talent points invested)

Rank 3/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.3 sec, and your Soul Fire spell by 1.2 sec.
(3 talent points invested)

Rank 4/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.4 sec, and your Soul Fire spell by 1.6 sec.
(4 talent points invested)

Rank 5/5: Reduces the casting time of your Shadow Bolt and Immolate spells
by 0.5 sec, and your Soul Fire spell by 2.0 sec.
(5 talent points invested)

“Personal Opinion”: I’d have to say that when I first took a glance at
Soul Fire (I’m full Affliction spec mind you) I thought that it sucked
very much. This talent actually makes Soul Fire a lot more useable.
I recommend this talent if you are keen to snipe people with Shadow Bolts
and Soul Fires that do tons of damage.

(Aftermath) ***
~Requires 5 points in Destruction Talents~

Rank 1/5: Gives your Destruction spells a 2% chance to daze the target
for 5 seconds.
(1 talent point invested)

Rank 2/5: Gives your Destruction spells a 4% chance to daze the target
for 5 seconds.
(2 talent points invested)

Rank 3/5: Gives your Destruction spells a 6% chance to daze the target
for 5 seconds.
(3 talent points invested)

Rank 4/5: Gives your Destruction spells a 8% chance to daze the target
for 5 seconds.
(4 talent points invested)

Rank 5/5: Gives your Destruction spells a 10% chance to daze the target
for 5 seconds.
(5 talent points invested)

“Personal Opinion”: At max talent points invested, this talent gives you
a 10% chance to cause a “daze” effect for 5 seconds. That means in roughly
1 out of 10 spells that you cast (destruction spells) you’ll daze your
target. Whether or not a 10% chance is good enough, is in the eye of the
beholder.

(Improved Firebolt) ****
~Requires 10 points in Destruction Talents~

Rank 1/2: Reduces the casting time of your Imp’s Firebolt spell by 0.25
sec.
(1 talent point invested)

Rank 2/2: Reduces the casting time of your Imp’s Firebolt spell by 0.5
sec.
(2 talent points invested)

“Personal Opinion”: I always take this when I’m going Destro because
I always tend to have the Imp out with me, because the Imp is a fire
creature and Destruction Warlocks use Fire a lot… makes sense right?
Else wise, quicker casting time on the Imp’s Firebolt spell equals more
“pew-pew” action.

(Improved Lash Of Pain) *
~Requires 10 points in Destruction Talents~

Rank 1/2: Reduces the cooldown of your Succubus’ Lash of Pain spell by
3 seconds.
(1 talent point invested)

Rank 2/2: Reduces the cooldown of your Succubus’ Lash of Pain spell by
6 seconds.
(2 talent points invested)

“Personal Opinion”: This just reduces the cooldown… it would be better
if it actually made the attack stronger, but seeing as how it doesn’t
it’s a tad too mediocre to spec into.

(Devastation) ****
~Requires 10 points in Destruction Talents~

Rank 1/5: Increases the critical strike chance of your Destruction spells
by 1%
(1 talent point invested)

Rank 2/5: Increases the critical strike chance of your Destruction spells
by 2%
(2 talent points invested)

Rank 3/5: Increases the critical strike chance of your Destruction spells
by 3%
(3 talent points invested)

Rank 4/5: Increases the critical strike chance of your Destruction spells
by 4%
(4 talent points invested)

Rank 5/5: Increases the critical strike chance of your Destruction spells
by 5%
(5 talent points invested)

“Personal Opinion”: Obviously this talent is useful to spec into, because
Destruction spec is all about stacking +Spell critical strike to dominate
your enemies with Criticals. Every little bit counts, and +5% is more than
you think.

(Shadowburn) *****
~Requires 10 points in Destruction Talents~

Rank 1/1: Learn the “Shadowburn” spell.

Shadowburn: Instantly blasts the target for X amount of damage to
Y amount of damage. If the target dies within 5 seconds of Shadowburn,
and yields experience or honor, the caster gains a Soul Shard.
Instant cast, Uses A Soulshard, 15 second cooldown, 20 yard range, rank 1.

“Personal Opinion”: I like this spell, and I don’t know why. It has a
chance to give you back your Reagent if you predict the right casting time.
You shouldn’t ever be spamming this spell every chance you get unless you
have a sufficient amount of Soul Shards, or you know for a fact that you’ll
get your Soul Shard back.

(Intensity) **
~Requires 15 points in Destruction Talents~

Rank 1/2: Gives you a 35% chance to resist interruption caused by damage
while casting or channeling any Destruction spell.
(1 talent point invested)

Rank 2/2: Gives you a 70% chance to resist interruption caused by damage
while casting or channeling any Destruction spell.
(2 talent points invested)

“Personal Opinion”: This is like the extremely poor guy’s version of
“Fel Concentration” from the Affliction talent tree. I will advise you
to definitely put at least one point into this, but I wouldn’t put both
points into this unless you’re sure that you’re going to be using Hellfire
and Rain of Fire a lot.

(Destructive Reach) ****
~Requires 15 points in Destruction Talents~

Rank 1/2: Increases the range of your Destruction spells by 10% and
reduces the threat caused by your Destruction spells by 5%
(1 talent point invested)

Rank 2/2: Increases the range of your Destruction spells by 20% and
reduces the threat caused by your Destruction spells by 10%
(2 talent points invested)

“Personal Opinion”: If only “Grim Reach” (from the Affliction talent
tree) did as much as this talent does. Longer Destruction spell range
with an additional threat reduction? That’s a godsend. This should and
will help out tremendously in raids and dungeon runs.

(Improved Searing Pain) *
~Requires 15 points in Destruction Talents~

Rank 1/3: Increases the critical strike chance of your Searing Pain spell
by 4%
(1 talent point invested)

Rank 2/3: Increases the critical strike chance of your Searing Pain spell
by 7%
(2 talent points invested)

Rank 3/3: Increases the critical strike chance of your Searing Pain spell
by 10%
(3 talent points invested)

“Personal Opinion”: Honestly, who ever uses Searing Pain? Lets ignore the
fact that it does about 35% less damage than Shadow Bolt, but you can’t
ignore that it causes about double the normal threat, that a regular old
Shadow Bolt would cause. Higher threat and lower damage mean a bad spell
indeed.

(Pyroclasm) ***
~Requires 20 points in Destruction Talents~
~Requires 2 points in Intensity~

Rank 1/2: Gives your Rain of Fire, Hellfire, and Soul Fire spells a 13%
chance to stun the target for 3 seconds.
(1 talent point invested)

Rank 2/2: Gives your Rain of Fire, Hellfire, and Soul Fire spells a 26%
chance to stun the target for 3 seconds.
(2 talent points invested)

“Personal Opinion”: I tend to go for this, only because of the chance
that Soul Fire and Rain of Fire will randomly stun someone. It’s rather
easy to snipe someone with a Soul Fire (especially if put talent points
into the valuable Bane talent) and if you’re good at hiding. Rain of Fire
is sort of unreliable but I find that if you use the “Howl of Terror” spell
before you channel your Rain of Fire, you’ll more than likely hit the
enemies on the way back to you. Pray that one gets stunned.

(Improved Immolate) *****
~Requires 20 points in Destruction Talents~

Rank 1/5: Increases the initial damage of your Immolate spell by 5%
(1 talent point invested)

Rank 2/5: Increases the initial damage of your Immolate spell by 10%
(2 talent points invested)

Rank 3/5: Increases the initial damage of your Immolate spell by 15%
(3 talent points invested)

Rank 4/5: Increases the initial damage of your Immolate spell by 20%
(4 talent points invested)

Rank 5/5: Increases the initial damage of your Immolate spell by 25%
(5 talent points invested)

“Personal Opinion”: I shouldn’t have to tell you that this is a very
good talent to spec into, the stars tell it all.

(Ruin) *****
~Requires 20 points in Destruction Talents~
~Requires 5 points in Devastation~

Rank 1/1: Increases the critical strike damage bonus of your Destruction
spells by 100%
(1 talent point invested)

“Personal Opinion”: This talent is so full of win that I can hardly
describe it with words. Get this to notice an extreme change in damage
when you score a spell critical.

(Nether Protection) ** / ****
~Requires 25 points in Destruction Talents~

Rank 1/3: After being hit with a Shadow or Fire spell, you have a 10%
chance to become immune to Shadow and Fire spells for 4 sec
(1 talent point invested)

Rank 2/3: After being hit with a Shadow or Fire spell, you have a 20%
chance to become immune to Shadow and Fire spells for 4 sec
(2 talent points invested)

Rank 3/3: After being hit with a Shadow or Fire spell, you have a 30%
chance to become immune to Shadow and Fire spells for 4 sec
(3 talent points invested)

“Personal Opinion”: Notice how this talent got my first ever double
rating. This is mostly because this is a situationally reliant talent.
This talent is useful in PvP mostly; when you’re against Shadow Priests,
Fire Mages, and other Warlocks. In PvE you won’t find too much use for
this unless you’re in certain dungeons. So take that as you will.

(Emberstorm) ****
~Requires 25 points in Destruction Talents~

Rank 1/5: Increases the damage done by your Fire spells by 2%
(1 talent point invested)

Rank 2/5: Increases the damage done by your Fire spells by 4%
(2 talent points invested)

Rank 3/5: Increases the damage done by your Fire spells by 6%
(3 talent points invested)

Rank 4/5: Increases the damage done by your Fire spells by 8%
(4 talent points invested)

Rank 5/5: Increases the damage done by your Fire spells by 10%
(5 talent points invested)

“Personal Opinion”: Get this, no explanation needed.

(Backlash) ****
~Requires 30 points in Destruction Talents~

Rank 1/3: Increases your critical strike chance with spells by an
additional 1% and gives you an 8% chance when hit by a physical attack
to reduce the cast time of your next Shadow Bolt or Incinerate spell by
100%. This effect lasts 8 seconds, and cannot occur more than once every
8 seconds.
(1 talent point invested)

Rank 2/3: Increases your critical strike chance with spells by an
additional 2% and gives you an 16% chance when hit by a physical attack
to reduce the cast time of your next Shadow Bolt or Incinerate spell by
100%. This effect lasts 8 seconds, and cannot occur more than once every
8 seconds.
(2 talent points invested)

Rank 3/3: Increases your critical strike chance with spells by an
additional 3% and gives you an 25% chance when hit by a physical attack
to reduce the cast time of your next Shadow Bolt or Incinerate spell by
100%. This effect lasts 8 seconds, and cannot occur more than once every
8 seconds.
(3 talent points invested)

“Personal Opinion”: Highly useful in PvE as well as PvP. This talent
pretty much ensure that if you’re hit, 1/4 of the time you’ll be able
to counter with an instant Shadow Bolt.

(Conflagrate) ****
~Requires 30 points in Destruction Talents~
~Requires 5 points in Improved Immolate~

Rank 1/1: Learn the “Conflagrate” spell.

Conflagrate: Ignites a target that is already afflicted by Immolate,
dealing X amount of Fire damage to Y amount of Fire damage and
consuming the Immolate spell.
10 second cooldown, Instant cast, 30 yard range.

“Personal Opinion”: It’s rather fun to stack up damage by doing the
standard combo of: Immolate –> Incinerate –> Conflagrate.

(Soul Leech) ****
~Requires 30 points in Destruction Talents~

Rank 1/3: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate,
Searing Pain, and Conflagrate spells a 10% chance to return health
equal to 20% of the damage caused.
(1 talent point invested)

Rank 2/3: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate,
Searing Pain, and Conflagrate spells a 20% chance to return health
equal to 20% of the damage caused.
(2 talent points invested)

Rank 3/3: Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate,
Searing Pain, and Conflagrate spells a 30% chance to return health
equal to 20% of the damage caused.
(3 talent points invested)

“Personal Opinion”: Very useful for grinding or PvP, highly increases
your chance of survivability.

(Shadow And Flame) ****
~Requires 35 points in Destruction Talents~

Rank 1/5: Your Shadow Bolt and Incinerate spells gain an additional
4% of your bonus spell damage effects.
(1 talent point invested)

Rank 2/5: Your Shadow Bolt and Incinerate spells gain an additional
8% of your bonus spell damage effects.
(2 talent points invested)

Rank 3/5: Your Shadow Bolt and Incinerate spells gain an additional
12% of your bonus spell damage effects.
(3 talent points invested)

Rank 4/5: Your Shadow Bolt and Incinerate spells gain an additional
16% of your bonus spell damage effects.
(4 talent points invested)

Rank 5/5: Your Shadow Bolt and Incinerate spells gain an additional
20% of your bonus spell damage effects.
(5 talent points invested)

“Personal Opinion”: This is simply amazing, without a doubt. You see,
this increases the regular damage of your Shadow Bolt and Incinerate
spells thus obviously increasing their critical spell damage as well.
Keeping this in mind, I wouldn’t hesitate to invest all five points into
this talent.

(Shadowfury) *****
~Requires 40 points in Destruction Talents~
~Requires 5 points in Shadow and Flame~

Rank 1/1: Learn the “Shadowfury” spell.

Shadowfury: Shadowfury is unleashed, causing X amount of Shadow damage to
Y amount of Shadow damage and stunning all enemies within 8 yards for
2 seconds.
20 second cooldown, 0.5 second cast, 30 yard range, rank 1.

“Personal Opinion”: One word describes this spell, and that word is
awesome. Try pairing this spell with Howl of Terror to reap the full
benefits of it’s 2 second stun effect.

Before I get into my special thanks I highly recommend that potential
level 70 Warlocks either get a 31/30 build, or an SL/SL build. The
31/30 build goes down to Dark Pact in the Affliction line, to Master
Demonologist in the Demonology line. SL/SL build is a cookie cutter
build that will give you an easier time. For an SL/SL build, you go
down to Siphon Life in the Affliction line and down to Soul Link in the
Demonologist line.

Filed under: Games | Tags: , | vrskidsv | August 18, 2009 Comments (0)

——————————————————————————-

[Current Patch Version -- v1.12.1]

October 2nd, 2006
Version 1.00 — The basic “completed” form of the guide.

——————————————————————————-

Table Of Contents:

(1) Introduction — Welcome to Azeroth!
(2) About Shamans…
(3) Choosing Your Racial Identity
(3a) Orcs
(3b) Tauren
(3c) Trolls
(4) Choosing Your Talent Specialization
(4a) Elemental
(4b) Enhancement
(4c) Restoration
(4d) Sample / Model ‘Talent Builds’
(5) Ready For Some Training?
(5a) Level 1 ( - 3 ? )
(5b) Level 4
(5c) Level 6
(5d) Level 8
(5e) Level 10
(5f) Level 12
(5g) Level 14
(5h) Level 16
(5i) Level 18
(5j) Level 20
(5k) Level 22
(5l) Level 24
(5m) Level 26
(5n) Level 28
(5o) Level 30
(5p) Level 32
(5q) Level 34
(5r) Level 36
(5s) Level 38
(5t) Level 40
(5u) Level 42
(5v) Level 44
(5w) Level 46
(5x) Level 48
(5y) Level 50
(5z) Level 52
(5aa) Level 54
(5bb) Level 56
(5cc) Level 58
(5dd) Level 60
(6) Shamanistic Equipment
(6a) Dungeon Set 1 — Elements
(6b) Dungeon Set 2 — Five Thunders
(6c) Tier 1 Raid Set — Earthfury
(6d) Tier 2 Raid Set — Ten Storms
(6e) Tier 3 Raid Set — Earthshatter
(6f) PvP — Rare
(6g) PvP — Epic
(7) F.A.Q.s
(8) Contact Me

——————————————————————————-

(1) Introduction — Welcome to Azeroth!

——————————————————————————-

Howdy! And welcome to my Shaman guide! Before going any further, allow me to
state that, in no manner, do I consider myself an expert on the Shaman class.
The thing I find most entertaining about World of Warcraft is that, no matter
how much you feel you know about the game, there’s always something new to
explore or discover. Just goes with the saying: “You learn something new every
day!”

With that taken care of, a short personal introduction. My name’s Aaron Larson,
as made evident in the copyright title. As of this moment, I’m a 19 year old
college student, majoring in Music with a concentration in Vocal Performance.
So in all fairness, the time I put into this guide should be spent on studying
and rehearsing and practicing and, well, all that jazz! But let’s just keep
this between us, and not mention it to my professors, eh? Thanks a bunch!

As for my ‘WoW’ history and experience… I first played the game on a friend’s
account, over a year ago. I tried out a Human Warlock — and didn’t really get
what I was doing [at all]. Zoom about eight months later, and I finally ‘return
to Azeroth’ as a Tauren Shaman. Over the time that I’ve spent working on this
toon, I tried out a Human Paladin… wasn’t really my style, too defensive…
tried out a Night Elf Rogue… as offensive as it is, there were no real magic
capabilities… and most recently, I attempted an Undead Mage, and all that
insane power was definitely a blast (no pun intended), but the lack of any real
offensive strategy left me hanging. Not to mention, an absence in self-healing
spells, too. No kidding!

So after all this time, I’ve returned to the Tauren Shaman… now, I’ve yet to
try all the classes, and it may be a difficult struggle in deciding once I work
on an Undead Warlock I can’t wait to get going, but at this specific moment,
Shaman has been my favorite class to play thus far. That said, throughout the
guide, I’ll be careful to separate or note my own personal bias in the words.

To anyone even remotely interesting in finding me online…

Character Name — Kasim
Server Name — Twisting Nether (RPPVP)
Description — Tauren Male Shaman

FOR THE HORDE!

——————————————————————————-

(2) About Shamans…

——————————————————————————-

First, let’s start with the basic information about the Shaman class. This is
an excerpt from the World of Warcraft Game Manual that came with your copy of
the game (or at least, I hope it did!)…

(World of Warcraft Game Manual, Pg. 82)
“Shamans are the spiritual advisors of the Horde. The shaman is a versatile and
flexible class that fulfills many roles in an adventuring party. While other
classes are pure fighters or spellcasters, the shaman enjoys a happy medium in
between. The shaman is an effective spellcaster, but can also fight extremely
well with mace and staff.”

That said, it should be noted early on that Shaman (at this time) happens to be
a Horde-exclusive class. Much like Paladin (at this time) turns out to be an
Alliance-exclusive class.

Now, when you consider the versatility and flexibility of the Shaman class, you
may also realize an immediate downfall with a simple fact: that Shaman are, in
fact, a ‘jack of all trades’. They don’t particularly excel or fall behind in
a specific territory; they are simply in the middle of them all. This plays a
small issue when forming groups…

* If a group is seeking a pure healer, a Priest may be chosen over a Shaman.

* If a group is seeking strong ‘DPS’, a Rogue may be chosen over a Shaman.

* If a group is seeking high burst damage, a Mage may be chosen over a Shaman.

* If a group is seeking a main tank, a Warrior may be chosen over a Shaman.

… the bottom line, basically, is that if a group needs one specific or
individual role filled, there are other classes designed for such tasks, and
can perform at greater rates.

This considered, if at any time a group is in need of any combination of the
above, a Shaman is more likely to find a home amongst the crowd. With that
‘jack of all trades’ mentality does come the convenience of having a “2-in-1″
or even a “3-in-1,” depending on what is needed.

Of course, there are many other factors to consider. For example, are you
attempting a standard ‘5-man dungeon,’ or will you be entering a ‘raid dungeon’
of 10-, 20-, or even 40-man stature? While some guilds may call for a specific
limitation on your character originality (a major desire for Restoration
spec’d Shamans, off the top of my head), there will always be a place for
Shamans. This will, of course, depend on the opposition your group is about to
face. Better safe than sorry?

This all said, I recommend to everyone, avoid in limiting your resources!
Any time you need additional materials or information to refer to, I strongly
recommend a visit to the ‘WoW’ community site!

http://www.worldofwarcraft.com

… now let’s get a touch more specific…

——————————————————————————-

(3) Choosing Your Racial Identity

——————————————————————————-

While the faction of choice should be relatively clear by now, you still have
to decide under which banner you will gain your honor, reputation, and pride!

(Note: The -gender- of your race does -not- affect the character in any way,
shape, manner, or form, aside from appearance; both genders are equal.)

There are three races to choose from: Orc, Tauren, and Troll. (This leaves out
Undead, in case this isn’t clear.) When choosing your race, there’s always the
easiest way to decide, and that’s the look or feel. Do you like how your toon
looks? Do you feel ‘right’ or ‘wrong’ about deciding on one race over another?
For the basic or more casual player, I recommend starting off with whichever
you simply enjoy looking at most — chances are, you’ll be staring at your
choice several hours from now.

When it comes to strategically mapping out your long term progress in the game,
the racial deciding factor still includes personal preference. However, there
are a number of differences to consider. Here is a brief list of factors to
consider when making the final call…

* Which talent tree or specialization are you going to follow?

* Which racial traits benefit you most as a Shaman?

* Which racial traits benefit you [least] as a Shaman?

… without going into a long list, we will look at and contemplate each
specific possibility. At this point, let’s start with a brief explanation of
the three different talent trees or specializations. And believe it or not,
this consideration starts off with your actual stats themselves, versus your
talent choices (or where you put your talent points)…

* For Elemental spec’d, your primary attributes are:
[] Stamina, Intellect, Spirit

* For Enhancement spec’d, your primary attributes are:
[] Strength, Agility, Stamina

* For Restoration spec’d, your primary attributes are:
[] Stamina, Intellect, Spirit

… now, this is rather limiting, and in reality, each stat can be just as
important as the next. However, we will begin dealing with specifics as we get
through each respective race.

###############
(3a) Orcs
###############

As an Orc, your starting stats are as follows:

|——|——|——|——|——|——|——–|——|
| Str. | Agi. | Sta. | Int. | Spi. | Arm. | Health | Mana |
| | | | | | | | |
| 24 | 17 | 23 | 18 | 25 | 48 | 77 | 73 |
|——|——|——|——|——|——|——–|——|

When it comes to primary attributes, the order of greatest to least is:
[] Spirit
[] Strength
[] Stamina
[] Intellect
[] Agility

With Spirit being your highest attribute, and Agility being your lowest, at
first glance, an Enhancement spec appears less effective. However, this can
immediately be altered with gear — so this is a very small factor to consider,
if one you bother to look at, at all. Not to mention, if you follow the route
of an Enhancement spec, the Spirit attribute becomes “less important,” thus
effectively placing both Strength and Stamina at the top of the list.

And now, let’s look at the Orc racial traits…

###############

* “May enrage, increasing damage but diminishing ability to be healed.”
——-
[] In game, this translates to:
——-
Blood Fury (Racial) — Instant cast / 2 min cooldown
* Increases base melee attack power by 25% for 15 sec and reduces healing
effects on you by 50% for 25 sec.
——-
[] Opinion: There are two different ways you can look at this. The first, it
increases attack power — excellent for Enhancement, still pretty good for
Elemental and even Restoration. The second, it halves your own healing,
for a longer time than the ‘attack bonus’, which can have a negative
impact, in case your enemy hasn’t fallen by the time you need your next
heal. This second point also goes half-and-half with a Restoration build:
Your main focus is healing, so your heals are extra powerful, in the first
place… yet at the same time, they are still halved, and both your spell
and melee capabilities are not as specialized as they would’ve been in
another tree, possibly calling for additional time healing and / or new
defensive strategies. Up and down, for the most part.

###############

* “Resistant to stun effects.”
——-
[] In game, this translates to:
——-
Hardiness (Racial Passive)
* Chance to resist Stun effects increased by an additional 25%.
——-
[] Opinion: An increased resistance to Stun effects benefits every class,
regardless of actual style or capabilities. That said, while this is a
plus for any Shaman, the more common Stun scenarios will occur in melee
range (not all, but more commonly). A Shaman with Enhancement spec gets
that lil’ extra edge, since they are consistently at risk here. Still, any
Shaman could use this racial trait.

###############

* “Damage done by pets increased.”
——-
[] In game, this translates to:
——-
Command (Racial Passive)
* Damage dealt by Hunter and Warlock pets increased by 5%.
——-
[] Opinion: All you need to read, really, is “Hunter and Warlock pets.” For
the simple fact that Shamans do not have pets, they receive no benefit
from the racial trait. Definitely not helpful to a Shaman, and a waste.

###############

* “Skill with Axes increased.”
——-
[] In game, this translates to:
——-
Axe Specialization (Racial Passive)
* Skill with Axes and Two-Handed Axes increased by 5.
——-
[] Opinion: As this deals with your weapon, it only benefits you in the case
that you are using either an Axe or a Two-Handed Axe. This has a balance
to it, in that you can’t use a Two-Handed Axe as a Shaman unless you spend
at least 11 talent points down the Enhancement talent tree, anyway, so you
will already be working on improving your weapon skills. The other end of
the balance, however, is if you’re not going to invest points in that
tree, you’re going towards either Elemental or Restoration — both are
which, not as concerned about the weapon you use, as much as the stat
bonuses or increases you receive from the weapon. And then, it only works
on a single weapon. Not a deciding factor unless you’re going melee.

###############

Personally speaking (with my own opinion / bias), I feel a better class choice
for an Orc would be either a Hunter or Warlock. “Command” becomes a huge
deciding factor, in it either being completely useful or completely useless.
As a Hunter, the Orcs can also send their pets to ‘fight battles for them’,
so the usage of “Blood Fury” is not as negative, so long as their damage is
lessened. (On the flip side, “Blood Fury” is relatively useless for a Warlock.)

These factors still considered, the offensive capabilities of an Orc Shaman are
indeed great. Though they could possibly benefit a Warrior just a bit more,
considering they are all melee and no magic (or healing spells). The issue of
“Blood Fury” is only a matter if you’re going to use it; if not, Enhancement
is less primary, and Restoration is more effective. (At the same time, if you
skip using this racial trait, you are essentially creating another useless
spot on your toon.)

###############
(3b) Tauren
###############

As an Tauren, your starting stats are as follows:

|——|——|——|——|——|——|——–|——|
| Str. | Agi. | Sta. | Int. | Spi. | Arm. | Health | Mana |
| | | | | | | | |
| 26 | 15 | 23 | 16 | 24 | 44 | 81 | 71 |
|——|——|——|——|——|——|——–|——|

When it comes to primary attributes, the order of greatest to least is:
[] Strength
[] Spirit
[] Stamina
[] Intellect
[] Agility

With Strength being your highest attribute, and Agility being your lowest, at
first glance, either an Elemental or Restoration spec appears less effective.
At the same time, with Agility being at the bottom, an Enhancement spec may
receive a slight blow to its ego. However, this can all be altered with gear –
so this is a very small factor to consider, if one you bother to look at, at
all. Not to mention, if you follow the route of an Enhancement spec, the Spirit
attribute becomes “less important,” thus effectively placing two of the major
attributes for Enhancement — Strength and Stamina — at the top of
the list.

And now, let’s look at the Tauren racial traits…

###############

* “May stomp, stunning nearby opponents.”
——-
[] In game, this translates to:
——-
War Stomp (Racial) — 0.5 sec cast / 2 min cooldown
* Stuns up to 5 enemies within 8 yds. for 2 sec.
——-
[] Opinion: Almost immediately, you will find this to be your best friend.
In the long run, popping this off and stunning any number of enemies for
two seconds can go a long way. Two points into Improved Ghost Wolf makes
it (’Ghost Wolf’) a 1 sec cast — War Stomp + Ghost Wolf. Lesser Healing
Wave, at any rank, is a 1.5 sec cast — War Stomp + Lesser Healing Wave.
Or if you’re trying to get off another spell, yet your instant casts are
still in cooldown, even a Lightning Bolt at Rank 8 can be brought down to
a 2 sec cast (via 5 points into the Elemental tree talent ‘Lightning
Mastery’) — War Stomp + Lightning Bolt. There are a number of different
possibilities, and this racial trait combined with core Shaman abilities,
makes this a ridiculously useful ability. Not at all something to just
gloss over.

###############

* “Maximum health increased.”
——-
[] In game, this translates to:
——-
Endurance (Racial Passive)
* Total Health increased by 5%.
——-
[] Opinion: More health is always a wonderful thing, regardless of class.
And since you can also heal as a Shaman, and eventually equip Mail armor,
the more health you have will simply make you even harder to kill. What
can seem so little as +4.05 Health at the start of the game, can decide
whether the next spell that targets you is a killing blow or not. Huge
bonus for all classes, Shamans being no exception.

###############

* “Herbalism skill increased.”
——-
[] In game, this translates to:
——-
Cultivation (Racial Passive)
* Herbalism skill increased by 15.
——-
[] Opinion: This racial trait only affects your Herbalism skill. Note that
this only matters if you are taking Herbalism as a primary profession in
the first place. If not, this is completely useless. If so, this benefits
in picking some herbs a little earlier than normal; though in the grand
scheme, this doesn’t play much a role once you hit 300 with your skill.
Not an important factor.

###############

* “Resistant to Nature damage.”
——-
[] In game, this translates to:
——-
Nature Resistance (Racial Passive)
* Nature Resistance increased by 10.
——-
[] Opinion: I suppose this is only half effective, in terms of what it does.
Against Druids or other Shamans, it still leaves you at a Poor defense
rating for some spells — still, it’s better than nothing. While not a
complete waste, it’s only a minor factor. (That said, I’m unsure as to
whether reflected spells consider or ignore the Nature Resistance in
damage calculations.)

###############

Personally speaking (with my own opinion / bias), I feel the best race choice
for a Shaman is in fact Tauren. With the exception of “Cultivation” (and maybe
“Nature Resistance”), the lack of situational occurrences allow for a solution
in most any situation. Whether it’s running a flag in Warsong Gulch, or fleeing
from a Rogue that got a little too close for comfort, the abilities work out
almost perfectly.

Everything considered, however, it’s important to note the high capabilities of
a Tauren Warrior. While definitely similar in design, combining a Warrior’s
innate abilities with the Tauren racial traits make for an extremely deadly
unit. (’Charge’ alone, for instance.) This mentioned, I wouldn’t recommend a
Tauren Hunter, as Orcs appear to have racials more attuned to that class.

###############
(3c) Trolls
###############

As an Troll, your starting stats are as follows:

|——|——|——|——|——|——|——–|——|
| Str. | Agi. | Sta. | Int. | Spi. | Arm. | Health | Mana |
| | | | | | | | |
| 22 | 22 | 22 | 17 | 23 | 58 | 67 | 72 |
|——|——|——|——|——|——|——–|——|

When it comes to primary attributes, the order of greatest to least is:
[] Spirit
[] Strength / Agility / Stamina
[] Intellect

With Spirit being your highest attribute, and Intellect being your lowest, at
first glance, no single spec appears more or less effective than the other.
However, note how the most important attributes to an Enhancement spec are all
equal, and only a single point under Spirit. The low count in Intellect can
immediately be altered with gear — so this is a very small factor to consider,
if one you bother to look at, at all. Still, it seems clear a focus on a more
melee based style of toon is in order for this race.

And now, let’s look at the Troll racial traits…

###############

* “Berserk, increasing attack and casting speed.”
——-
[] In game, this translates to:
——-
Berserking (Racial) — 3 Mana + Instant cast / 3 min cooldown
* Increases your casting and attack speed by 10% to 30%. At full health
the increase is 10% with a greater effect up to 30% if you are badly
hurt when you activate Berserking. Lasts 10 sec.
——-
[] Opinion: There isn’t any negative or down side to this ability; can be
used well any talent tree specialization. For Elemental, this allows for
faster Lightning Bolts; for Enhancement, this allows for faster attacks,
possibly increased rate at ‘weapon bonus procs’; for Restoration, if you
are in need of healing, the speed at which your healing spell goes off
will be faster, the more in need of it you are. This is, in a sense, as
good as the Tauren’s Racial “War Stomp,” except for the major factor that
this doesn’t affect enemies. Meaning, even if your spells cast at a 30%
increased rate, a consistent barrage of attacks may still interrupt your
chance of successful casting. Not to mention, depending on your talents,
your spells may already have reduced casting times, and would benefit more
from having surrounding opposition stunned versus just more speed.

###############

* “Regeneration increased.”
——-
[] In game, this translates to:
——-
Regeneration (Racial Passive)
* Health regeneration rate increased by 10%. 10% of total Health
regeneration may continue during combat.
——-
[] Opinion: Depending on how you look at it, this is half beneficial and
half unnecessary. If it increased your -Mana- regeneration rate, then we’d
be in business. However, as a Shaman, you have healing capabilities. The
‘in combat’ clause sounds nice on paper, but when damage being dealt is
negating any basic health recovery, you’ll most likely be turning back to
your healing spells, either way. That said, it also reads like it works
with the high Spirit attribute; however, your greater concern as a Shaman
will be in your Mana efficiency — something this doesn’t help at all.

###############

* “Damage increased versus beasts.”
——-
[] In game, this translates to:
——-
Beast Slaying (Racial Passive)
* Damage dealt versus Beasts increased by 5%.
——-
[] Opinion: This is very situational, and only effective against Beasts. The
up to this, is having some sort of advantage over a specific type of
enemy — at the same time, it is [just] a single type. Minor plus, but not
a huge deal for Shamans.

###############

* “Throwing and Bow Weapon skills increased.”
——-
[] In game, this translates to:
——-
Throwing Specialization (Racial Passive)
* Skill with Throwing Weapons increased by 5.
Bow Specialization (Racial Passive)
+ Skill with Bow Weapons increased by 5.
——-
[] Opinion: While it certainly looks nice, that if you create a Troll, the
single description splits up into two separate racial traits. So what’s
the problem? Shamans can use neither Throwing Weapons or Bow Weapons. As
such, this (or these) racial traits are completely useless to a Shaman.

###############

Personally speaking (with my own opinion / bias), I feel a better class choice
for an Orc would be either a Hunter or Rogue. “Berserking” is definitely nice
in a spell scenario, but imagine the insanity of a Hunter or Rogue with haste.
Emphasis can be placed on the Rogue, considering how quick your standard Rogue
already is (not considering “Dagger spec’ced”).

The main problem with the racial traits is the emphasis on situational
factors. The increased weapon skills are useless, in the first place.
“Regeneration” is slightly misplaced, if anything, and “Beast Slaying” is nice
against only a specific group; when it comes down to farming certain instances,
you may not notice it or even bother to try to.

——————————————————————————-

(4) Choosing Your Talent Specialization

——————————————————————————-

Before even attempting to force yourself to understand the ugly talent design
I’m gonna try to use, I highly recommend either referring to the in-game talent
sheet, or using a Talent Calculator online somewhere. For instance, from the
‘WoW’ Community Site…

http://www.worldofwarcraft.com/info/classes/shaman/talents.html

… which should make it a lot easier to understand; or even, if you like, feel
free to skip past the talent design and read the ‘opinions’! Though the route
is up to you. For now, a brief explanation of how they will look.

[] Example #1

|——-| |——-| |——-| |——-|
| A / 3 | | B / 5 | | C / 2 | | D / 1 |
|——-| |——-| |——-| |——-|

* Each individual talent will appear with both a letter and a number.
* The letter is simply for reference to the talent description below.
* The number is how many points can be invested in a specific talent.

|——-| |——-|
| E / 1 | >>>>> | F / 5 |
|——-| |——-|
V
V
V
|——-|
| G / 1 |
|——-|

* The ‘>’ and ‘V’ are arrows demonstrating specific paths. Some talents call
for prerequisites to be met; in the above scenario, you can’t learn -G-
without first learning -F-… and you can’t learn -F- without first
learning -E-… so on and so forth.
* Each level of descent, regardless of a path or not, is considered the next
“Tier”. (The very top is Tier 1, the next one down is Tier 2, below that
is Tier 3, etc.)
* The following Tier cannot be reached until a minimum count of 5 talent
points has been invested per Tier level desired. For example, to reach
Tier 4, a minimum of 15 points are needed: 5 for Tier 1, 5 for Tier 2, and
5 for Tier 3. (Note that you do -not- have to spend 5 points in -each-
Tier; where you spend isn’t important in reaching the next Tier, just that
you actually -invest- them somewhere.)

[] End Example

… that all said, I will once again include the link to the official talent
calculator from ‘WorldofWarcraft.com’! …

http://www.worldofwarcraft.com/info/classes/shaman/talents.html

… it will be -much- easier to read, I can almost completely assure you. But
with the explanation out of the way, let’s jump into the mess, eh?

(Note: I plan to include my own personal opinion for each talent in the near
future. In the end, though, it’s important to decide on its overall benefit to
you versus whatever I say. I will attempt to look at more sides than just one,
or just my own, as well. This said, if you completely neglect some abilities,
then regardless of how awesome they are, the points will be wasted. Y’know?)

###############
(4a) Elemental
###############

|——-| |——-|
| A / 5 | | B / 5 |
|——-| |——-|

|——-| |——-| |——-|
| C / 2 | | D / 3 | | E / 3 |
|——-| |——-| |——-|

|——-| |——-| |——-|
| F / 1 | | G / 5 | | H / 5 |
|——-| |——-| |——-|
V
V
V
|——-| |——-| V |——-|
| I / 2 | | J / 3 | V | K / 3 |
|——-| |——-| V |——-|
V
V
V
|——-| |——-| V
| L / 2 | | M / 1 | V
|——-| |——-| V
V V
V V
V V
V |——-|
V | N / 5 |
V |——-|
V
V
V
|——-|
| O / 1 |
|——-|

* Elemental Shaman Talents

####### [] Tier 1 #######

|——-| * Convection
| A / 5 | Reduces the mana cost of your Shock, Lightning Bolt and Chain
|——-| Lightning spells by ___%.
[] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

|——-| * Concussion
| B / 5 | Increases the damage done by your Lightning Bolt, Chain
|——-| Lightning and Shock spells by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

####### [] Tier 2 #######

|——-| * Earth’s Grasp
| C / 2 | Increases the health of your Stoneclaw Totem by ___% and the
|——-| radius of your Earthbind Totem by ___%.
[] ___ 25% ___ / ___ 10% ___ (Rank 1 / 2)
[] ___ 50% ___ / ___ 20% ___ (Rank 2 / 2)
* Opinion

|——-| * Elemental Warding
| D / 3 | Reduces damage taken from Fire, Frost and Nature effects by
|——-| ___%.
[] ___ 4% ___ (Rank 1 / 3)
[] ___ 7% ___ (Rank 2 / 3)
[] __ 10% ___ (Rank 3 / 3)
* Opinion

|——-| * Call of Flame
| E / 3 | Increases the damage done by your Fire Totems by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 3)
[] __ 10% ___ (Rank 2 / 3)
[] __ 15% ___ (Rank 3 / 3)
* Opinion

####### [] Tier 3 #######

|——-| * Elemental Focus
| F / 1 | Gives you a 10% chance to enter a Clearcasting state after
|——-| casting any Fire, Frost, or Nature damage spell. The
Clearcasting state reduces the mana cost of your next damage
spell by 100%.
[] ___ (Rank 1 / 1)
* Opinion

|——-| * Reverberation
| G / 5 | Reduces the cooldown of your Shock spells by ___ sec.
|——-| [] ___ 0.2 sec ___ (Rank 1 / 5)
[] ___ 0.4 sec ___ (Rank 2 / 5)
[] ___ 0.6 sec ___ (Rank 3 / 5)
[] ___ 0.8 sec ___ (Rank 4 / 5)
[] ___ 1.0 sec ___ (Rank 5 / 5)
* Opinion

|——-| * Call of Thunder
| H / 5 | Increases the critical strike chance of your Lightning Bolt and
|——-| Chain Lightning spells by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 6% ___ (Rank 5 / 5)
* Opinion

####### [] Tier 4 #######

|——-| * Improved Fire Nova Totem
| I / 2 | Reduces the delay before your Fire Nova Totem activates by ___
|——-| sec. and decreases the threat generated by your Magma Totem by
___%.
[] ___ 1 sec. ___ / ___ 25% ___ (Rank 1 / 2)
[] ___ 2 sec. ___ / ___ 50% ___ (Rank 2 / 2)
* Opinion

|——-| * Eye of the Storm
| J / 3 | Gives you a ___% chance to gain the Focused Casting effect that
|——-| lasts for 6 sec after being the victim of a melee or ranged
critical strike. The Focused Casting effect prevents you from
losing casting time when taking damage.
[] ___ 33% ___ (Rank 1 / 3)
[] ___ 66% ___ (Rank 2 / 3)
[] __ 100% ___ (Rank 3 / 3)
* Opinion

|——-| * Elemental Devastation
| K / 3 | Your offensive spell crits will increase your chance to get a
|——-| critical strike with melee attacks by ___% for 10 sec.
[] ___ 3% ___ (Rank 1 / 3)
[] ___ 6% ___ (Rank 2 / 3)
[] ___ 9% ___ (Rank 3 / 3)
* Opinion

####### [] Tier 5 #######

|——-| * Storm Reach
| L / 2 | Increases the range of your Lightning Bolt and Chain Lightning
|——-| spells by ___ yards.
[] ___ 3 yards ___ (Rank 1 / 2)
[] ___ 6 yards ___ (Rank 2 / 2)
* Opinion

|——-| * Elemental Fury
| M / 1 | Increases the critical strike damage bonus of your Searing,
|——-| Magma, and Fire Nova Totems and your Fire, Frost, and Nature
spells by 100%.
[] ___ (Rank 1 / 1)
* Opinion

####### [] Tier 6 #######

|——-| * Lightning Mastery
| N / 5 | Reduces the cast time of your Lightning Bolt and Chain Lightning
|——-| spells by ___ sec.
[] ___ 0.2 sec ___ (Rank 1 / 5)
[] ___ 0.4 sec ___ (Rank 2 / 5)
[] ___ 0.6 sec ___ (Rank 3 / 5)
[] ___ 0.8 sec ___ (Rank 4 / 5)
[] ___ 1.0 sec ___ (Rank 5 / 5)
* Opinion

####### [] Tier 7 #######

|——-| * Elemental Mastery
| O / 1 | (Instant) — (3 min cooldown)
|——-| When activated, this spell gives your next Fire, Frost, or
Nature damage spell a 100% critical strike chance and reduces
the mana cost by 100%.
[] ___ (Rank 1 / 1)
* Opinion

###############
(4b) Enhancement
###############

|——-| |——-|
| A / 5 | | B / 5 |
|——-| |——-|

|——-| |——-| |——-| |——-|
| C / 2 | | D / 5 | | E / 2 | | F / 3 |
|——-| |——-| |——-| |——-|
V
V
V
|——-| V |——-| |——-|
| G / 2 | V | H / 1 | | I / 5 |
|——-| V |——-| |——-|
V
V
V
|——-| |——-|
| J / 5 | | K / 5 |
|——-| |——-|

|——-| |——-| |——-|
| L / 2 | | M / 3 | | N / 1 |
|——-| |——-| |——-|
V
V
V
V |——-|
V | O / 5 |
V |——-|
V
V
V
|——-|
| P / 1 |
|——-|

* Enhancement Shaman Talents

############### [] Tier 1 ###############

|——-| * Ancestral Knowledge
| A / 5 | Increases your maximum Mana by ___%.
|——-| [] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

|——-| * Shield Specialization
| B / 5 | Increases your chance to block attacks with a shield by ___% and
|——-| increases the amount blocked by ___%.
[] ___ 1% ___ / ___ 5% ___ (Rank 1 / 5)
[] ___ 2% ___ / __ 10% ___ (Rank 2 / 5)
[] ___ 3% ___ / __ 15% ___ (Rank 3 / 5)
[] ___ 4% ___ / __ 20% ___ (Rank 4 / 5)
[] ___ 5% ___ / __ 25% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 2 ###############

|——-| * Guardian Totems
| C / 2 | Increases the amount of damage reduced by your Stoneskin Totem
|——-| and Windwall Totem by ___% and reduces the cooldown of your
Grounding Totem by ___ sec.
[] __ 10% ___ / ___ 1 sec. ___ (Rank 1 / 2)
[] __ 20% ___ / ___ 2 sec. ___ (Rank 2 / 2)
* Opinion

|——-| * Thundering Strikes
| D / 5 | Improves your chance to get a critical strike with your weapon
|——-| attacks by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

|——-| * Improved Ghost Wolf
| E / 2 | Reduces the cast time of your Ghost Wolf spell by ___ sec.
|——-| [] ___ 1 sec. ___ (Rank 1 / 2)
[] ___ 2 sec. ___ (Rank 2 / 2)
* Opinion

|——-| * Improved Lightning Shield
| F / 3 | Increases the damage done by your Lightning Shield orbs by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 3)
[] __ 10% ___ (Rank 2 / 3)
[] __ 15% ___ (Rank 3 / 3)
* Opinion

############### [] Tier 3 ###############

|——-| * Enhancing Totems
| G / 2 | Increases the effect of your Strength of Earth and Grace of Air
|——-| Totems by ___%.
[] ___ 8% ___ (Rank 1 / 2)
[] __ 15% ___ (Rank 2 / 2)
* Opinion

|——-| * Two-Handed Axes and Maces
| H / 1 | Allows you to use Two-Handed Axes and Two-Handed Maces.
|——-| [] ___ (Rank 1 / 1)
* Opinion

|——-| * Anticipation
| I / 5 | Increases your chance to dodge by an additional ___%.
|——-| [] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 4 ###############

|——-| * Flurry
| J / 5 | Increases your attack speed by ___% for your next 3 swings after
|——-| dealing a critical strike.
[] __ 10% ___ (Rank 1 / 5)
[] __ 15% ___ (Rank 2 / 5)
[] __ 20% ___ (Rank 3 / 5)
[] __ 25% ___ (Rank 4 / 5)
[] __ 30% ___ (Rank 5 / 5)
* Opinion

|——-| * Toughness
| K / 5 | Increases your armor value from items by ___%.
|——-| [] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 5 ###############

|——-| * Improved Weapon Totems
| L / 2 | Increases the melee attack power bonus of your Windfury Totem by
|——-| ___% and increases the damage caused by your Flametongue Totem
by ___%.
[] __ 15% ___ / ___ 6% ___ (Rank 1 / 2)
[] __ 30% ___ / __ 12% ___ (Rank 2 / 2)
* Opinion

|——-| * Elemental Weapons
| M / 3 | Increases the melee attack power bonus of your Rockbiter Weapon
|——-| by ___%, your Windfury Weapon effect by ___% and increases the
damage caused by your Flametongue Weapon and Frostbrand Weapon
by ___%.
[] ___ 7% ___ / __ 13% ___ / ___ 5% ___ (Rank 1 / 3)
[] __ 14% ___ / __ 27% ___ / __ 10% ___ (Rank 2 / 3)
[] __ 20% ___ / __ 40% ___ / __ 15% ___ (Rank 3 / 3)
* Opinion

|——-| * Parry
| N / 1 | Gives a chance to parry enemy melee attacks.
|——-| [] ___ (Rank 1 / 1)
* Opinion

############### [] Tier 6 ###############

|——-| * Weapon Mastery
| O / 5 | Increases the damage you deal with all weapons by ___%.
|——-| [] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 7 ###############

|——-| * Stormstrike
| P / 1 | (204 Mana / Instant cast) — (9 yd range / 20 sec cooldown)
|——-| Gives you an extra attack. In addition, the next 2 sources of
Nature damage dealt to the target are increased by 20%. Lasts
12 sec.
[] ___ (Rank 1 / 1)
* Opinion

###############
(4c) Restoration
###############

|——-| |——-|
| A / 5 | | B / 5 |
|——-| |——-|

|——-| |——-| |——-|
| C / 2 | | D / 3 | | E / 5 |
|——-| |——-| |——-|

|——-| |——-| |——-| |——-|
| F / 3 | | G / 5 | | H / 1 | | I / 3 |
|——-| |——-| |——-| |——-|

|——-| |——-|
| J / 5 | | K / 5 |
|——-| |——-|
V
V
V
|——-| V |——-|
| L / 3 | V | M / 1 |
|——-| V |——-|
V
V
V
V |——-|
V | N / 5 |
V |——-|
V
V
V
|——-|
| O / 1 |
|——-|

* Restoration Shaman Talents

############### [] Tier 1 ###############

|——-| * Improved Healing Wave
| A / 5 | Reduces the casting time of your Healing Wave spell by ___ sec.
|——-| [] ___ 0.1 ___ (Rank 1 / 5)
[] ___ 0.2 ___ (Rank 2 / 5)
[] ___ 0.3 ___ (Rank 3 / 5)
[] ___ 0.4 ___ (Rank 4 / 5)
[] ___ 0.5 ___ (Rank 5 / 5)
* Opinion

|——-| * Tidal Focus
| B / 5 | Reduces the Mana cost of your healing spells by ___%.
|——-| [] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 2 ###############

|——-| * Improved Reincarnation
| C / 2 | Reduces the cooldown of your Reincarnation spell by ___ min and
|——-| increases the amount of health and mana you reincarnate with by
an additional ___%.
[] __ 10 min ___ / ___ 10% ___ (Rank 1 / 2)
[] __ 20 min ___ / ___ 20% ___ (Rank 2 / 2)
* Opinion

|——-| * Ancestral Healing
| D / 3 | Increases your target’s armor value by ___% for 15 sec after
|——-| getting a critical effect from one of your healing spells.
[] ___ 8% ___ (Rank 1 / 3)
[] __ 16% ___ (Rank 2 / 3)
[] __ 25% ___ (Rank 3 / 3)
* Opinion

|——-| * Totemic Focus
| E / 5 | Reduces the mana cost of your totems by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 5)
[] __ 10% ___ (Rank 2 / 5)
[] __ 15% ___ (Rank 3 / 5)
[] __ 20% ___ (Rank 4 / 5)
[] __ 25% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 3 ###############

|——-| * Nature’s Guidance
| F / 3 | Increases your chance to hit with melee attacks and spells by
|——-| ___%.
[] ___ 1% ___ (Rank 1 / 3)
[] ___ 2% ___ (Rank 2 / 3)
[] ___ 3% ___ (Rank 3 / 3)
* Opinion

|——-| * Healing Focus
| G / 5 | Gives you a ___% chance to avoid interruption caused by damage
|——-| while casting any healing spell.
[] __ 14% ___ (Rank 1 / 5)
[] __ 28% ___ (Rank 2 / 5)
[] __ 42% ___ (Rank 3 / 5)
[] __ 56% ___ (Rank 4 / 5)
[] __ 70% ___ (Rank 5 / 5)
* Opinion

|——-| * Totemic Mastery
| H / 1 | The radius of your totems that affect friendly targets is
|——-| increased to 30 yd.
[] ___ (Rank 1 / 1)
* Opinion

|——-| * Healing Grace
| I / 3 | Reduces the threat generated by your healing spells by ___%.
|——-| [] ___ 5% ___ (Rank 1 / 3)
[] __ 10% ___ (Rank 2 / 3)
[] __ 15% ___ (Rank 3 / 3)
* Opinion

############### [] Tier 4 ###############

|——-| * Restorative Totems
| J / 5 | Increases the effect of your Mana Spring and Healing Stream
|——-| Totems by ___%.
[] ___ 5% ___ (Rank 1 / 5)
[] __ 10% ___ (Rank 2 / 5)
[] __ 15% ___ (Rank 3 / 5)
[] __ 20% ___ (Rank 4 / 5)
[] __ 25% ___ (Rank 5 / 5)
* Opinion

|——-| * Tidal Mastery
| K / 5 | Increases the critical effect chance of your healing and
|——-| lightning spells by ___%.
[] ___ 1% ___ (Rank 1 / 5)
[] ___ 2% ___ (Rank 2 / 5)
[] ___ 3% ___ (Rank 3 / 5)
[] ___ 4% ___ (Rank 4 / 5)
[] ___ 5% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 5 ###############

|——-| * Healing Way
| L / 3 | Your Healing Wave spells have a ___% chance to increase the
|——-| effect of subsequent Healing Wave spells on that target by 6%
for 15 sec. This effect will stack up to 3 times.
[] __ 33% ___ (Rank 1 / 3)
[] __ 66% ___ (Rank 2 / 3)
[] _ 100% ___ (Rank 3 / 3)
* Opinion

|——-| * Nature’s Swiftness
| M / 1 | (Instant) — (3 min cooldown)
|——-| When activated, your next Nature spell with a casting time less
then 10 sec becomes an instant cast spell.
[] ___ (Rank 1 / 1)
* Opinion

############### [] Tier 6 ###############

|——-| * Purification
| N / 5 | Increases the effectiveness of your healing spells by ___%.
|——-| [] ___ 2% ___ (Rank 1 / 5)
[] ___ 4% ___ (Rank 2 / 5)
[] ___ 6% ___ (Rank 3 / 5)
[] ___ 8% ___ (Rank 4 / 5)
[] __ 10% ___ (Rank 5 / 5)
* Opinion

############### [] Tier 7 ###############

|——-| * Mana Tide Totem
| O / 1 | (20 Mana / Instant cast) — (5 min cooldown)
|——-| ___ Tools: Water Totem ___
Summons a Mana Tide Totem with 5 health at the feet of the
caster for 12 sec that restores 170 mana every 3 seconds to
group members within 20 yards.
[] ___ (Rank 1 / 1)
* Opinion

###############
(4d) Sample / Model ‘Talent Builds’
###############

These are a few sample templates that can be followed when choosing what to
invest your talent points into. Of course, you’re not required to follow these
point-by-point, so feel free to go against the grain and pick up some different
abilities. However, these are basically general ideas, going in to the world
of talent specialization. (This said, feel free to submit your own to me!)

###############
[] My “Kasim” Build v1.0 (Initial Spec)
* Enhancement / Restoration — 0 / 30 / 21

[] Elemental Talents
___ Tier 1 ___
* …

[] Enhancement Talents
___ Tier 1 ___
* Ancestral Knowledge (Rank 5 / 5)
___ Tier 2 ___
* Thundering Strikes (Rank 5 / 5)
* Improved Ghost Wolf (Rank 2 / 2)
* Improved Lightning Shield (Rank 3 / 3)
___ Tier 3 ___
* Two-Handed Axes and Maces (Rank 1 / 1)
___ Tier 4 ___
* Flurry (Rank 5 / 5)
___ Tier 5 ___
* Elemental Weapons (Rank 3 / 3)
* Parry (Rank 1 / 1)
___ Tier 6 ___
* Weapon Mastery (Rank 5 / 5)

[] Restoration Talents
___ Tier 1 ___
* Tidal Focus (Rank 5 / 5)
___ Tier 2 ___
* Totemic Focus (Rank 5 / 5)
___ Tier 3 ___
* Nature’s Guidance (Rank 3 / 3)
* Healing Focus (Rank 1 / 5)
* Totemic Mastery (Rank 1 / 1)
___ Tier 4 ___
* Tidal Mastery (Rank 5 / 5)
___ Tier 5 ___
* Nature’s Swiftness (Rank 1 / 1)

###############
[] My “Kasim” Build v2.0 (Tentative Re-spec)
* Elemental / Restoration — 30 / 0 / 21

[] Elemental Talents
___ Tier 1 ___
* Convection (Rank 5 / 5)
* Concussion (Rank 5 / 5)
___ Tier 2 ___
* …
___ Tier 3 ___
* Elemental Focus (Rank 1 / 1)
* Reverberation (Rank 5 / 5)
* Call of Thunder (Rank 5 / 5)
___ Tier 4 ___
* Eye of the Storm (Rank 1 / 3)
___ Tier 5 ___
* Storm Reach (Rank 2 / 2)
* Elemental Fury (Rank 1 / 1)
___ Tier 6 ___
* Lightning Mastery (Rank 5 / 5)

[] Enhancement Talents
___ Tier 1 ___
* …

[] Restoration Talents
___ Tier 1 ___
* Tidal Focus (Rank 5 / 5)
___ Tier 2 ___
* Totemic Focus (Rank 5 / 5)
___ Tier 3 ___
* Nature’s Guidance (Rank 3 / 3)
* Healing Focus (Rank 1 / 5)
* Totemic Mastery (Rank 1 / 1)
___ Tier 4 ___
* Tidal Mastery (Rank 5 / 5)
___ Tier 5 ___
* Nature’s Swiftness (Rank 1 / 1)

###############
[] My “Kasim” |negative| Build v-1.0 (Discarded Re-spec)
* Elemental / Enhancement — 30 / 21 / 0

[] Elemental Talents
___ Tier 1 ___
* Convection (Rank 5 / 5)
* Concussion (Rank 5 / 5)
___ Tier 2 ___
* …
___ Tier 3 ___
* Elemental Focus (Rank 1 / 1)
* Reverberation (Rank 5 / 5)
* Call of Thunder (Rank 5 / 5)
___ Tier 4 ___
* Eye of the Storm (Rank 1 / 3)
___ Tier 5 ___
* Storm Reach (Rank 2 / 2)
* Elemental Fury (Rank 1 / 1)
___ Tier 6 ___
* Lightning Mastery (Rank 5 / 5)

[] Enhancement Talents
___ Tier 1 ___
* Ancestral Knowledge (Rank 5 / 5)
___ Tier 2 ___
* Thundering Strikes (Rank 5 / 5)
* Improved Ghost Wolf (Rank 2 / 2)
* Improved Lightning Shield (Rank 3 / 3)
___ Tier 3 ___
* Two-Handed Axes and Maces (Rank 1 / 1)
___ Tier 4 ___
* Flurry (Rank 5 / 5)

[] Restoration Talents
___ Tier 1 ___
* …

——————————————————————————-

(5) Ready For Some Training?

——————————————————————————-

To keep it short and sweet, you are definitely going to want to upgrade your
abilities with every chance you get. That said, with the exception of Levels 2
and 3, new spells or abilities will become available with every other level.
(For example, Level 4, 6, 8, 10, 12…)

As for where you can learn new Shaman abilities, you will want to find a Shaman
Trainer in either the Orc capital of Orgrimmar, or the Tauren capital of
Thunder Bluff. Most upgrades cannot be purchased without having obtained the
previous ranking. Then again, why wouldn’t you already have it, anyway? There’s
nothing to lose and everything to gain, so be sure you save up for your next
visit to a trainer.

Now, specific abilities correspond to an individual type of combat. The three
categories are Elemental Combat, Enhancement, and Restoration. To say the
least, they correspond for the most part to each respective talent tree. That
said, nothing is stopping you from learning every Shaman ability, as this is
separate from your actual talent point investments. Buy ‘em out!

Starting note — there is one ability, immediately available to learn once you
start your new toon. While it is readily available, feel free to wait until
Level 4 to purchase it, along with the rest of your abilities. Either way, you
start with a couple spells (included below), so you should be perfectly fine
until then, and even beyond, for the most part.

(Those starting abilities are included below for organization / clarification.)

Now, the costs are standard prices without discounts. This said, there are two
separate 10% discounts you can obtain in the game. One 10% discount can be
obtained by reaching the Honored status in reputation with a specific faction.
After, anything purchased from a member of that faction will have 10% marked
off. (This said, the only factions this will help you with in terms of Shaman
training, will be Orgrimmar and Thunder Bluff.)

The second 10% discount can be obtained by reaching the Sergeant status in
terms of Honor and / or Battlegrounds. These include Warsong Gulch, Arathi
Basin, and Alterac Valley (though there are other methods of gaining Honor).
Once you have hit the Rank of Sergeant, any item you purchase anywhere in
Azeroth will have 10% marked off.

That all said, these discounts -do- in fact stack to a total of 20% off. With
the faction reputation, you will permanently keep that 10% off unless you
manage to lose reputation within your faction (and to be honest, I haven’t
personally found any way to do this). With the Honor, your Rank can fluctuate
if you’re not consistently participating in Battlegrounds. At any time your
Rank drops below Sergeant, you will lose the 10% discount instantly. (Anything
purchased thus far will not suddenly charge you that 10%, fortunately.)

Something serious to consider, once the abilities start costing you gold!

###############
(5a) Level 1 ( - 3 ? )
###############

[] Lightning Bolt (Rank 1) — *YOU START WITH THIS*
[] Category: Elemental Combat
[] 15 Mana / 1.5 sec cast — (30 yd range)
* Casts a bolt of lightning at the target for 13 to 15 Nature damage.

[] Rockbiter Weapon (Rank 1) — Cost: 10 copper
[] Category: Enhancement
[] 15 Mana / Instant cast
* Imbue the Shaman’s weapon, increasing melee attack power by 29 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Healing Wave (Rank 1) — *YOU START WITH THIS*
[] Category: Restoration
[] 25 Mana / 1.5 sec cast — (40 yd range)
* Heals a friendly target for 34 to 44.

###############
(5b) Level 4
###############

[] Earth Shock (Rank 1) — Cost: 1 silver
[] Category: Elemental Combat
[] 30 Mana / Instant cast — (20 yd range / 6 sec cooldown)
* Instantly shocks the target with concussive force, causing 17 to 19 Nature
damage. It also interrupts spellcasting and prevents any spell in that
school from being cast for 2 sec. Causes a high amount of threat.

###############
(5c) Level 6
###############

[] Earthbind Totem — Cost: 1 silver
[] Category: Elemental Combat
[] ???? mana / Instant cast — (15 sec cooldown)
___ Tools: Earth Totem ___
* Summons an Earthbind Totem with 5 health at the feet of the caster for 45
sec that slows the movement speed of the enemies within 10 yards.
???? The mana cost is not specific; it is roughly 4% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 2) — Cost: 1 silver
[] Category: Restoration
[] 45 Mana / 2 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 1) ___
* Heals a friendly target for 64 to 78.

###############
(5d) Level 8
###############

[] Earth Shock (Rank 2) — Cost: 1 silver
[] Category: Elemental Combat
[] 50 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 1) ___
* Instantly shocks the target with concussive force, causing 32 to 34 Nature
damage. It also interrupts spellcasting and prevents any spell in that
school from being cast for 2 sec. Causes a high amount of threat.

[] Lightning Bolt (Rank 2) — Cost: 1 silver
[] Category: Elemental Combat
[] 30 Mana / 2 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 1) ___
* Casts a bolt of lightning at the target for 26 to 30 Nature damage.

[] Stoneclaw Totem (Rank 1) — Cost: 1 silver
[] Category: Elemental Combat
[] 15 Mana / Instant cast — (30 sec cooldown)
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 50 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Lightning Shield (Rank 1) — Cost: 1 silver
[] Category: Enhancement
[] 45 Mana / Instant cast
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 13 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Rockbiter Weapon (Rank 2) — Cost: 1 silver
[] Category: Enhancement
[] 25 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 1) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 58 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

###############
(5e) Level 10
###############

[] Flame Shock (Rank 1) — Cost: 4 silver
[] Category: Elemental Combat
[] 55 Mana / Instant cast — (20 yd range / 6 sec cooldown)
* Instantly sears the target with fire, causing 21 Fire damage immediately
and 28 Fire damage over 12 sec.

[] Flametongue Weapon (Rank 1) — Cost: 4 silver
[] Category: Enhancement
[] 30 Mana / Instant cast
* Imbue the Shaman’s weapon with fire. Each hit causes 4.2 for 13.0
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Strength of Earth Totem (Rank 1) — Cost: 4 silver
[] Category: Enhancement
[] 25 Mana / Instant cast
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 10.
Lasts 2 min.

###############
(5f) Level 12
###############

[] Fire Nova Totem (Rank 1) — Cost: 8 silver
[] Category: Elemental Combat
[] 95 Mana / Instant cast — (15 sec cooldown)
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 48 to 56 fire damage to
enemies within 10 yd.

[] Purge (Rank 1) — Cost: 8 silver
[] Category: Elemental Combat
[] ???? Mana / Instant cast — (30 yd range)
* Purges the enemy target, removing 1 magic effect.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Ancestral Spirit (Rank 1) — Cost: 8 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
* Returns the spirit to the body, restoring a dead target to life with 65
health and 120 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 3) — Cost: 8 silver
[] Category: Restoration
[] 80 Mana / 2.5 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 2) ___
* Heals a friendly target for 129 to 155.

###############
(5g) Level 14
###############

[] Earth Shock (Rank 3) — Cost: 9 silver
[] Category: Elemental Combat
[] 85 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 2) ___
* Instantly shocks the target with concussive force, causing 60 to 64 Nature
damage. It also interrupts spellcasting and prevents any spell in that
school from being cast for 2 sec. Causes a high amount of threat.

[] Lightning Bolt (Rank 3) — Cost: 9 silver
[] Category: Elemental Combat
[] 45 Mana / 2.5 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 2) ___
* Casts a bolt of lightning at the target for 45 to 53 Nature damage.

[] Stoneskin Totem (Rank 2) — Cost: 9 silver
[] Category: Enhancement
[] 60 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 1) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 7. Lasts 2 min.

###############
(5h) Level 16
###############

[] Lightning Shield (Rank 2) — Cost: 18 silver
[] Category: Enhancement
[] 80 Mana / Instant cast
___ Requires: Lightning Shield (Rank 1) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 29 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Rockbiter Weapon (Rank 3) — Cost: 18 silver
[] Category: Enhancement
[] 50 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 2) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 88 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Cure Poison — Cost: 18 silver
[] Category: Restoration
[] ???? Mana / Instant cast — (30 yd range)
* Cures 1 poison effect on the target.
???? The mana cost is not specific; it is roughly 6% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5i) Level 18
###############

[] Flame Shock (Rank 2) — Cost: 20 silver
[] Category: Elemental Combat
[] 95 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 1) ___
* Instantly sears the target with fire, causing 45 Fire damage immediately
and 48 Fire damage over 12 sec.

[] Stoneclaw Totem (Rank 2) — Cost: 20 silver
[] Category: Elemental Combat
[] 30 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 1) ___
* Summons a Stoneclaw Totem with 150 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Flametongue Weapon (Rank 2) — Cost: 20 silver
[] Category: Enhancement
[] 55 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 1) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 6.2 to 19.2
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Healing Wave (Rank 4) — Cost: 20 silver
[] Category: Restoration
[] 155 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 3) ___
* Heals a friendly target for 268 to 316.

[] Tremor Totem — Cost: 20 silver
[] Category: Restoration
[] 60 Mana / Instant cast
___ Tools: Earth Totem ___
* Summons a Tremor Totem with 5 health at the feet of the caster that shakes
the ground around it, removing Fear, Charm and Sleep effects from party
members within 30 yards. Lasts 2 min.

###############
(5j) Level 20
###############

[] Frost Shock (Rank 1) — Cost: 22 silver
[] Category: Elemental Combat
[] 115 Mana / Instant cast — (20 yd range / 6 sec cooldown)
* Instantly shocks the target with frost, causing 89 to 95 Frost damage and
slowing movement speed by 50%. Lasts 8 sec.

[] Lightning Bolt (Rank 4) — Cost: 22 silver
[] Category: Elemental Combat
[] 75 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 3) ___
* Casts a bolt of lightning at the target for 83 to 95 Nature damage.

[] Searing Totem (Rank 2) — Cost: 22 silver
[] Category: Elemental Combat
[] 45 Mana / Instant cast
___ Requires: Searing Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 35 sec that
repeatedly attacks an enemy within 20.0 yards for 13 to 17 Fire damage.

[] Frostbrand Weapon (Rank 1) — Cost: 22 silver
[] Category: Enhancement
[] 60 Mana / Instant cast
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 35
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Ghost Wolf — Cost: 22 silver
[] Category: Enhancement
[] 100 Mana / 3 sec cast
* Turns the Shaman into a Ghost Wolf, increasing speed by 40%. Only useable
outdoors.

[] Lesser Healing Wave (Rank 1) — Cost: 22 silver
[] Category: Restoration
[] 105 Mana / 1.5 sec cast — (40 yd range)
* Heals a friendly target for 162 to 186.

###############
(5k) Level 22
###############

[] Fire Nova Totem (Rank 2) — Cost: 30 silver
[] Category: Elemental Combat
[] 170 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 102 to 116 fire damage to
enemies within 10 yd.

[] Water Breathing — Cost: 30 silver
[] Category: Enhancement
[] 50 Mana / Instant cast — (30 yd range)
___ Reagents: Shiny Fish Scales ___
* Allows the target to breathe underwater for 10 min.

[] Cure Disease — Cost: 30 silver
[] Category: Restoration
[] ???? Mana / Instant cast — (30 yd range)
* Cures 1 disease on the target.
???? The mana cost is not specific; it is roughly 6% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Poison Cleansing Totem — Cost: 30 silver
[] Category: Restoration
[] ???? Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Poison Cleansing Totem with 5 health at the feet of the caster
that attempts to remove 1 poison effect from party members within 20 yards
every 5 seconds. Lasts 2 min.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5l) Level 24
###############

[] Earth Shock (Rank 4) — Cost: 35 silver
[] Category: Elemental Combat
[] 145 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 3) ___
* Instantly shocks the target with concussive force, causing 119 to 127
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Frost Resistance Totem (Rank 1) — Cost: 35 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Tools: Fire Totem ___
* Summons a Frost Resistance Totem with 5 health at the feet of the caster
for 2 min. The totem increases party members’ frost resistance by 30, if
within 20 yards.

[] Lightning Shield (Rank 3) — Cost: 35 silver
[] Category: Enhancement
[] 125 Mana / Instant cast
___ Requires: Lightning Shield (Rank 2) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 51 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Rockbiter Weapon (Rank 4) — Cost: 35 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 3) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 129 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Stoneskin Totem (Rank 3) — Cost: 35 silver
[] Category: Enhancement
[] 90 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 2) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 11. Lasts 2 min.

[] Strength of Earth Totem (Rank 2) — Cost: 35 silver
[] Category: Enhancement
[] 65 Mana / Instant cast
___ Requires: Strength of Earth Totem (Rank 1) ___
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 20.
Lasts 2 min.

[] Ancestral Spirit (Rank 2) — Cost: 35 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 1) ___
* Returns the spirit to the body, restoring a dead target to life with 150
health and 260 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 5) — Cost: 35 silver
[] Category: Restoration
[] 200 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 4) ___
* Heals a friendly target for 376 to 440.

###############
(5m) Level 26
###############

[] Lightning Bolt (Rank 5) — Cost: 40 silver
[] Category: Elemental Combat
[] 105 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 4) ___
* Casts a bolt of lightning at the target for 125 to 143 Nature damage.

[] Magma Totem (Rank 1) — Cost: 40 silver
[] Category: Elemental Combat
[] 230 Mana / Instant cast
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 22 Fire damage to creatures within 8 yards every 2 seconds.

[] Far Sight — Cost: 40 silver
[] Category: Enhancement
[] 80 Mana / 2 sec cast — (50000 yd range)
* Changes the caster’s viewpoint to the targeted location. Lasts 1 min. Only
useable outdoors.

[] Flametongue Weapon (Rank 3) — Cost: 40 silver
[] Category: Enhancement
[] 80 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 2) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 9.3 to 28.6
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Mana Spring Totem (Rank 1) — Cost: 40 silver
[] Category: Restoration
[] 40 Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 4 mana every 2 seconds to group members within 20 yards.

###############
(5n) Level 28
###############

[] Flame Shock (Rank 3) — Cost: 60 silver
[] Category: Elemental Combat
[] 160 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 2) ___
* Instantly sears the target with fire, causing 86 Fire damage immediately
and 96 Fire damage over 12 sec.

[] Stoneclaw Totem (Rank 3) — Cost: 60 silver
[] Category: Elemental Combat
[] 55 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 2) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 220 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Fire Resistance Totem (Rank 1) — Cost: 60 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Fire Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the fire resistance of party members within 20
yards by 30.

[] Flametongue Totem (Rank 1) — Cost: 60 silver
[] Category: Enhancement
[] 90 Mana / Instant cast
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main hand weapons with fire if they are
within 20 yards. Each hit causes 6.4 to 19.6 additional Fire damage, based
on the speed of the weapon. Slower weapons cause more fire damage per
swing. Lasts 2 min.

[] Frostbrand Weapon (Rank 2) — Cost: 60 silver
[] Category: Enhancement
[] 85 Mana / Instant cast
___ Requires: Frostbrand Weapon (Rank 1) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 53
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Water Walking — Cost: 60 silver
[] Category: Enhancement
[] 95 Mana / Instant cast — (30 yd range)
___ Reagents: Fish Oil ___
* Allows the friendly target to walk across water for 10 min. Any damage
will cancel the effect.

[] Lesser Healing Wave (Rank 2) — Cost: 60 silver
[] Category: Restoration
[] 145 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 1) ___
* Heals a friendly target for 247 to 281.

###############
(5o) Level 30
###############

[] Searing Totem (Rank 3) — Cost: 70 silver
[] Category: Elemental Combat
[] 75 Mana / Instant cast
___ Requires: Searing Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 40 sec that
repeatedly attacks an enemy within 20.0 yards for 19 to 25 Fire damage.

[] Astral Recall — Cost: 70 silver
[] Category: Enhancement
[] 150 Mana / 10 sec cast — (15 min cooldown)
* Yanks the caster through the twisting nether back to their home location.
Speak to an Innkeeper in a different place to change your home location.

[] Grounding Totem — Cost: 70 silver
[] Category: Enhancement
[] ???? Mana / Instant cast — (15 sec cooldown)
___ Tools: Air Totem ___
* Summons a Grounding Totem with 5 health at the feet of the caster that
will redirect one harmful spell cast on a nearby party member to itself
every 10 seconds. Will not redirect area of effect spells. Lasts 45 sec.
???? The mana cost is not specific; it is roughly 4% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Nature Resistance Totem (Rank 1) — Cost: 70 silver
[] Category: Enhancement
[] 75 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Nature Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the nature resistance of party members within 20
yards by 30.

[] Windfury Weapon (Rank 1) — Cost: 70 silver
[] Category: Enhancement
[] 90 Mana / Instant cast
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 46 extra melee attack power. Lasts for 5 minutes.

[] Healing Stream Totem (Rank 2) — Cost: 70 silver
[] Category: Restoration
[] 50 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 8 every 2 seconds.

[] Reincarnation — Cost: 70 silver
[] Category: Restoration
___ Reagents: Ankh ___
* Allows you to resurrect yourself upon death with 20% health and mana.

###############
(5p) Level 32
###############

[] Chain Lightning (Rank 1) — Cost: 80 silver
[] Category: Elemental Combat
[] 280 Mana / 2.5 sec cast — (30 yd range / 6 sec cooldown)
* Hurls a lightning bolt at the enemy, dealing 191 to 217 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Fire Nova Totem (Rank 3) — Cost: 80 silver
[] Category: Elemental Combat
[] 280 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 184 to 208 fire damage to
enemies within 10 yd.

[] Lightning Bolt (Rank 6) — Cost: 80 silver
[] Category: Elemental Combat
[] 135 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 5) ___
* Casts a bolt of lightning at the target for 172 to 194 Nature damage.

[] Purge (Rank 2) — Cost: 80 silver
[] Category: Elemental Combat
[] ???? Mana / Instant cast — (30 yd range)
___ Requires: Purge (Rank 1) ___
* Purges the enemy target, removing 2 beneficial magic effects.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Lightning Shield (Rank 4) — Cost: 80 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Lightning Shield (Rank 3) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 80 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Windfury Totem (Rank 1) — Cost: 80 silver
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Windfury Totem with 5 health at the feet of the caster. The
totem enchants all party members main-hand weapons with wind, if they are
within 20 yards. Each hit has a 20% chance of granting the attacker 1
extra attack with 122 extra melee attack power. Lasts 2 min.

[] Healing Wave (Rank 6) — Cost: 80 silver
[] Category: Restoration
[] 265 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 5) ___
* Heals a friendly target for 536 to 622.

###############
(5q) Level 34
###############

[] Frost Shock (Rank 2) — Cost: 90 silver
[] Category: Elemental Combat
[] 225 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Frost Shock (Rank 1) ___
* Instantly shocks the target with frost, causing 206 to 220 Frost damage
and slowing movement speed by 50%. Lasts 8 sec.

[] Rockbiter Weapon (Rank 5) — Cost: 90 silver
[] Category: Enhancement
[] 100 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 4) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 211 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Sentry Totem — Cost: 90 silver
[] Category: Enhancement
[] 65 Mana / Instant cast
___ Tools: Air Totem ___
* Summons an immobile Sentry Totem with 100 health at your feet for 5 min
that allows vision of nearby area and warns of enemies that attack it.
Right-Click on buff to switch back and forth between totem sight and
shaman sight.

[] Stoneskin Totem (Rank 4) — Cost: 90 silver
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 3) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 16. Lasts 2 min.

###############
(5r) Level 36
###############

[] Earth Shock (Rank 5) — Cost: 1 gold
[] Category: Elemental Combat
[] 240 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 4) ___
* Instantly shocks the target with concussive force, causing 225 to 239
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Magma Totem (Rank 2) — Cost: 1 gold
[] Category: Elemental Combat
[] 360 Mana / Instant cast
___ Requires: Magma Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 37 Fire damage to creatures within 8 yards every 2 seconds.

[] Flametongue Weapon (Rank 4) — Cost: 1 gold
[] Category: Enhancement
[] 105 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 3) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 14.9 to 45.8
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Windwall Totem (Rank 1) — Cost: 1 gold
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Windwall Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing ranged damage taken
by 32. Lasts 2 min.

[] Ancestral Spirit (Rank 3) — Cost: 1 gold
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 2) ___
* Returns the spirit to the body, restoring a dead target to life with 250
health and 420 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Lesser Healing Wave (Rank 3) — Cost: 1 gold
[] Category: Restoration
[] 185 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 2) ___
* Heals a friendly target for 337 to 381.

[] Mana Spring Totem (Rank 2) — Cost: 1 gold
[] Category: Restoration
[] 60 Mana / Instant cast
___ Requires: Mana Spring Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 6 mana every 2 seconds to group members within 20 yards.

###############
(5s) Level 38
###############

[] Lightning Bolt (Rank 7) — Cost: 1 gold 10 silver
[] Category: Elemental Combat
[] 165 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 6) ___
* Casts a bolt of lightning at the target for 227 to 255 Nature damage.

[] Stoneclaw Totem (Rank 4) — Cost: 1 gold 10 silver
[] Category: Elemental Combat
[] 75 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 3) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 280 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Flametongue Totem (Rank 2) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 140 Mana / Instant cast
___ Requires: Flametongue Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main-hand weapons with fire if they are
within 20 yards. Each hit causes 9.1 to 27.9 additional Fire damage, based
on the speed of the weapon. Slower weapons cause more fire damage per
swing. Lasts 2 min.

[] Frost Resistance Totem (Rank 2) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 120 Mana / Instant cast
___ Requires: Frost Resistance Totem (Rank 1) ___
___ Tools: Fire Totem ___
* Summons a Frost Resistance Totem with 5 health at the feet of the caster
for 2 min. The totem increases party members’ frost resistance by 45, if
within 20 yards.

[] Frostbrand Weapon (Rank 3) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 110 Mana / Instant cast
___ Requires: Frostbrand Weapon (Rank 2) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 84
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Strength of Earth Totem (Rank 3) — Cost: 1 gold 10 silver
[] Category: Enhancement
[] 125 Mana / Instant cast
___ Requires: Strength of Earth Totem (Rank 2) ___
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 36.
Lasts 2 min.

[] Disease Cleaning Totem — Cost: 1 gold 10 silver
[] Category: Restoration
[] ???? Mana / Instant cast
___ Tools: Water Totem ___
* Summons a Disease Cleansing Totem with 5 health at the feet of the caster
that attempts to remove 1 disease effect from party members within 20
yards every 5 seconds. Lasts 2 min.
???? The mana cost is not specific; it is roughly 7% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5t) Level 40
###############

[] Chain Lightning (Rank 2) — Cost: 1 gold 20 silver
[] Category: Elemental Combat
[] 380 Mana / 2.5 sec cast — (30 yd range / 6 sec cooldown)
___ Requires: Chain Lightning (Rank 1) ___
* Hurls a lightning bolt at the enemy, dealing 277 to 311 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Flame Shock (Rank 4) — Cost: 1 gold 20 silver
[] Category: Elemental Combat
[] 250 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 3) ___
* Instantly sears the target with fire, causing 152 Fire damage immediately
and 168 Fire damage over 12 sec.

[] Searing Totem (Rank 4) — Cost: 1 gold 20 silver
[] Category: Elemental Combat
[] 110 Mana / Instant cast
___ Requires: Searing Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 45 sec that
repeatedly attacks an enemy within 20.0 yards for 26 to 34 Fire damage.

[] Lightning Shield (Rank 5) — Cost: 1 gold 20 silver
[] Category: Enhancement
[] 240 Mana / Instant cast
___ Requires: Lightning Shield (Rank 4) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 114 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Windfury Weapon (Rank 2) — Cost: 1 gold 20 silver
[] Category: Enhancement
[] 115 Mana / Instant cast
___ Requires: Windfury Weapon (Rank 1) ___
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 119 extra melee attack power. Lasts for 5
minutes.

[] Mail — Cost: 1 gold 20 silver
[] Category: Mail
* Grants Mail armor proficiency.
???? In-game states “Requires Mail,” but this skill basically allows you to
equip armor of the Mail type; an upgrade in armor versus your spellbook.

[] Chain Heal (Rank 1) — Cost: 1 gold 20 silver
[] Category: Restoration
[] 260 Mana / 2.5 sec cast — (40 yd range)
* Heals the friendly target for 320 to 368, then jumps to heal additional
nearby targets. If cast on a party member, the heal will only jump to
other party members. Each jump is 50% as effective as the previous target.
Heals 3 total targets.

[] Healing Stream Totem (Rank 3) — Cost: 1 gold 20 silver
[] Category: Restoration
[] 60 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 10 every 2 seconds.

[] Healing Wave (Rank 7) — Cost: 1 gold 20 silver
[] Category: Restoration
[] 340 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 6) ___
* Heals a friendly target for 740 to 854.

###############
(5u) Level 42
###############

[] Fire Nova Totem (Rank 4) — Cost: 1 gold 60 silver
[] Category: Elemental Combat
[] 395 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 281 to 317 fire damage to
enemies within 10 yd.

[] Fire Resistance Totem (Rank 2) — Cost: 1 gold 60 silver
[] Category: Enhancement
[] 120 Mana / Instant cast
___ Requires: Fire Resistance Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Fire Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the fire resistance of party members within 20
yards by 45.

[] Grace of Air Totem (Rank 1) — Cost: 1 gold 60 silver
[] Category: Enhancement
[] 155 Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Grace of Air Totem with 5 health at the feet of the caster. The
totem increases the agility of party members within 20 yards by 43. Lasts
2 min.

[] Windfury Totem (Rank 2) — Cost: 1 gold 60 silver
[] Category: Enhancement
[] 175 Mana / Instant cast
___ Requires: Windfury Totem (Rank 1) ___
___ Tools: Air Totem ___
* Summons a Windfury Totem with 5 health at the feet of the caster. The
totem enchants all party members main-hand weapons with wind, if they are
within 20 yards. Each hit has a 20% chance of granting the attacker 1
extra attack with 229 extra melee attack power. Lasts 2 min.

###############
(5v) Level 44
###############

[] Lightning Bolt (Rank 8) — Cost: 1 gold 80 silver
[] Category: Elemental Combat
[] 195 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 7) ___
* Casts a bolt of lightning at the target for 282 to 316 Nature damage.

[] Nature Resistance Totem (Rank 2) — Cost: 1 gold 80 silver
[] Category: Enhancement
[] 120 Mana / Instant cast
___ Requires: Nature Resistance Totem (1) ___
___ Tools: Air Totem ___
* Summons a Nature Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the nature resistance of party members within 20
yards by 45.

[] Rockbiter Weapon (Rank 6) — Cost: 1 gold 80 silver
[] Category: Enhancement
[] 125 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 5) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 393 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Stoneskin Totem (Rank 5) — Cost: 1 gold 80 silver
[] Category: Enhancement
[] 160 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 4) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 22. Lasts 2 min.

[] Lesser Healing Wave (Rank 4) — Cost: 1 gold 80 silver
[] Category: Restoration
[] 235 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 3) ___
* Heals a friendly target for 458 to 514.

###############
(5w) Level 46
###############

[] Frost Shock (Rank 3) — Cost: 2 gold
[] Category: Elemental Combat
[] 325 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Frost Shock (Rank 2) ___
* Instantly shocks the target with frost, causing 333 to 353 Frost damage
and slowing movement down by 50%. Lasts 8 sec.

[] Magma Totem (Rank 3) — Cost: 2 gold
[] Category: Elemental Combat
[] 500 Mana / Instant cast
___ Requires: Magma Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 54 Fire damage to creatures within 8 yards every 2 seconds.

[] Flametongue Weapon (Rank 5) — Cost: 2 gold
[] Category: Enhancement
[] 130 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 4) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 24.4 to 75.0
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Windwall Totem (Rank 2) — Cost: 2 gold
[] Category: Enhancement
[] 170 Mana / Instant cast
___ Requires: Windwall Totem (Rank 1) ___
___ Tools: Air Totem ___
* Summons a Windwall Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing ranged damage taken
by 50. Lasts 2 min.

[] Chain Heal (Rank 2) — Cost: 2 gold
[] Category: Restoration
[] 315 Mana / 2.5 sec cast — (40 yd range)
___ Requires: Chain Heal (Rank 1) ___
* Heals the friendly target for 405 to 465, then jumps to heal additional
nearby targets. If cast on a party member, the heal will only jump to
other party members. Each jump is 50% as effective as the previous target.
Heals 3 total targets.

[] Mana Spring Totem (Rank 3) — Cost: 2 gold
[] Category: Restoration
[] 80 Mana / Instant cast
___ Requires: Mana Spring Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 8 mana every 2 seconds to group members within 20 yards.

###############
(5x) Level 48
###############

[] Chain Lightning (Rank 3) — Cost: 2 gold 20 silver
[] Category: Elemental Combat
[] 490 Mana / Instant cast — (30 yd range / 6 sec cooldown)
___ Requires: Chain Lightning (Rank 2) ___
* Hurls a lightning bolt at the enemy, dealing 378 to 424 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Earth Shock (Rank 6) — Cost: 2 gold 20 silver
[] Category: Elemental Combat
[] 345 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 5) ___
* Instantly shocks the target with concussive force, causing 359 to 381
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Stoneclaw Totem (Rank 5) — Cost: 2 gold 20 silver
[] Category: Elemental Combat
[] 105 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 4) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 390 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Flametongue Totem (Rank 3) — Cost: 2 gold 20 silver
[] Category: Enhancement
[] 200 Mana / Instant cast
___ Requires: Flametongue Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main-hand weapons with fire if they are
within 20 yards. Each hit causes 12.3 to 37.9 additional Fire damage,
based on the speed of the weapon. Slower weapons cause more fire damage
per swing. Lasts 2 min.

[] Frostbrand Weapon (Rank 4) — Cost: 2 gold 20 silver
[] Category: Enhancement
[] 135 Mana / Instant cast
___ Frostbrand Weapon (Rank 3) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 134
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Lightning Shield (Rank 6) — Cost: 2 gold 20 silver
[] Category: Enhancement
[] 305 Mana / Instant cast
___ Lightning Shield (Rank 5) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 154 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Ancestral Spirit (Rank 4) — Cost: 2 gold 20 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 3) ___
* Returns the spirit to the body, restoring a dead target to life with 400
health and 600 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Wave (Rank 8) — Cost: 2 gold 20 silver
[] Category: Restoration
[] 440 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 7) ___
* Heals a friendly target for 1017 to 1167.

[] Mana Tide Totem (Rank 2) — Cost: 11 silver
[] Category: Restoration
[] 40 Mana / Instant cast — (5 min cooldown)
___ Requires: Mana Tide Totem (Rank 1) ___
___ Tools: Water Totem ___
* Summons a Mana Tide Totem with 5 health at the feet of the caster for 12
sec that restores 230 mana every 3 seconds to group members within 20
yards.
???? Mana Tide Totem (Rank 1) can only be obtained by spending a minimum of 31
talent points into a Restoration spec; in the final Tier.

###############
(5y) Level 50
###############

[] Lightning Bolt (Rank 9) — Cost: 2 gold 40 silver
[] Category: Elemental Combat
[] 230 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 8) ___
* Casts a bolt of lightning at the target for 347 to 389 Nature damage.

[] Searing Totem (Rank 5) — Cost: 2 gold 40 silver
[] Category: Elemental Combat
[] 145 Mana / Instant cast
___ Requires: Searing Totem (Rank 4) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 50 sec that
repeatedly attacks an enemy within 20.0 yards for 33 to 45 Fire damage.

[] Windfury Weapon (Rank 3) — Cost: 2 gold 40 silver
[] Category: Enhancement
[] 140 Mana / Instant cast
___ Requires: Windfury Weapon (Rank 2) ___
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 249 extra melee attack power. Lasts for 5
minutes.

[] Healing Stream Totem (Rank 4) — Cost: 2 gold 40 silver
[] Category: Restoration
[] 70 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 3) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 12 every 2 seconds.

[] Tranquil Air Totem — Cost: 2 gold 40 silver
[] Category: Restoration
[] ???? Mana / Instant cast
___ Tools: Air Totem ___
* Summons a Tranquil Air Totem with 5 health at the feet of the caster. The
totem reduces the threat caused by all party members within 20 yards by
20%. Lasts 2 min.
???? The mana cost is not specific; it is roughly 6% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

###############
(5z) Level 52
###############

[] Fire Nova Totem (Rank 5) — Cost: 2 gold 70 silver
[] Category: Elemental Combat
[] 520 Mana / Instant cast — (15 sec cooldown)
___ Requires: Fire Nova Totem (Rank 4) ___
___ Tools: Fire Totem ___
* Summons a Fire Nova Totem that has 5 health and lasts 5 sec. Unless it is
destroyed within 4 sec., the totem inflicts 396 to 442 fire damage to
enemies within 10 yd.

[] Flame Shock (Rank 5) — Cost: 2 gold 70 silver
[] Category: Elemental Combat
[] 345 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Flame Shock (Rank 4) ___
* Instantly sears the target with fire, causing 230 Fire damage immediately
and 256 Fire damage over 12 sec.

[] Strength of Earth Totem (Rank 4) — Cost: 2 gold 70 silver
[] Category: Enhancement
[] 225 Mana / Instant cast
___ Requires: Strength of Earth Totem (Rank 3) ___
___ Tools: Earth Totem ___
* Summons a Strength of Earth Totem with 5 health at the feet of the caster.
The totem increases the strength of party members within 20 yards by 61.
Lasts 2 min.

[] Windfury Totem (Rank 3) — Cost: 2 gold 70 silver
[] Category: Enhancement
[] 250 Mana / Instant cast
___ Requires: Windfury Totem (Rank 2) ___
___ Tools: Air Totem ___
* Summons a Windfury Totem with 5 health at the feet of the caster. The
totem enchants all party members main-hand weapons with wind, if they are
within 20 yards. Each hit has a 20% chance of granting the attacker 1
extra attack with 315 extra melee attack power. Lasts 2 min.

[] Lesser Healing Wave (Rank 5) — Cost: 2 gold 70 silver
[] Category: Restoration
[] 305 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 4) ___
* Heals a friendly target for 631 to 705.

###############
(5aa) Level 54
###############

[] Frost Resistance Totem (Rank 3) — Cost: 2 gold 90 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Frost Resistance Totem (Rank 2) ___
___ Tools: Fire Totem ___
* Summons a Frost Resistance Totem with 5 health at the feet of the caster
for 2 min. The totem increases party members’ frost resistance by 60, if
within 20 yards.

[] Rockbiter Weapon (Rank 7) — Cost: 2 gold 90 silver
[] Category: Enhancement
[] 150 Mana / Instant cast
___ Requires: Rockbiter Weapon (Rank 6) ___
* Imbue the Shaman’s weapon, increasing melee attack power by 554 and
allowing melee attacks to cause additional threat when using that weapon.
Lasts for 5 minutes.

[] Stoneskin Totem (Rank 6) — Cost: 2 gold 90 silver
[] Category: Enhancement
[] 210 Mana / Instant cast
___ Requires: Stoneskin Totem (Rank 5) ___
___ Tools: Earth Totem ___
* Summons a Stoneskin Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing melee damage taken
by 30. Lasts 2 min.

[] Chain Heal (Rank 3) — Cost: 2 gold 90 silver
[] Category: Restoration
[] 405 Mana / 2.5 sec cast — (40 yd range)
___ Requires: Chain Heal (Rank 2) ___
* Heals the friendly target for 551 to 629, then jumps to heal additional
nearby targets. If cast on a party member, the heal will only jump to
other party members. Each jump is 50% as effective as the previous target.
Heals 3 total targets.

###############
(5bb) Level 56
###############

[] Chain Lightning (Rank 4) — Cost: 3 gold
[] Category: Elemental Combat
[] 605 Mana / 2.5 cast — (30 yd range / 6 sec cooldown)
___ Requires: Chain Lightning (Rank 3) ___
* Hurls a lightning bolt at the enemy, dealing 493 to 551 Nature damage and
then jumping to additional nearby enemies. Each jump reduces the damage by
30%. Affects 3 total targets.

[] Lightning Bolt (Rank 10) — Cost: 3 gold
[] Category: Elemental Combat
[] 265 Mana / 3 sec cast — (30 yd range)
___ Requires: Lightning Bolt (Rank 9) ___
* Casts a bolt of lightning at the target for 419 to 467 Nature damage.

[] Magma Totem (Rank 4) — Cost: 3 gold
[] Category: Elemental Combat
[] 650 Mana / Instant cast
___ Requires: Magma Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Magma Totem with 5 health at the feet of the caster for 20 sec
that causes 75 Fire damage to creatures within 8 yards every 2 seconds.

[] Flametongue Weapon (Rank 6) — Cost: 3 gold
[] Category: Enhancement
[] 155 Mana / Instant cast
___ Requires: Flametongue Weapon (Rank 5) ___
* Imbue the Shaman’s weapon with fire. Each hit causes 32.4 to 99.9
additional Fire damage, based on the speed of the weapon. Slower weapons
cause more fire damage per swing. Lasts for 5 minutes.

[] Grace of Air Totem (Rank 2) — Cost: 3 gold
[] Category: Enhancement
[] 250 Mana / Instant cast
___ Requires: Grace of Air Totem (Rank 1) ___
___ Tools: Air Totem ___
* Summons a Grace of Air Totem with 5 health at the feet of the caster. The
totem increases the agility of party members within 20 yards by 67. Lasts
2 min.

[] Lightning Shield (Rank 7) — Cost: 3 gold
[] Category: Enhancement
[] 370 Mana / Instant cast
___ Requires: Lightning Shield (Rank 6) ___
* The caster is surrounded by 3 balls of lightning. When a spell, melee or
ranged attack hits the caster, the attacker will be struck for 198 Nature
damage. This expends one lightning ball. Only one ball will fire every few
seconds. Lasts 10 min.

[] Windwall Totem (Rank 3) — Cost: 3 gold
[] Category: Enhancement
[] 225 Mana / Instant cast
___ Requires: Windwall Totem (Rank 2) ___
___ Tools: Air Totem ___
* Summons a Windwall Totem with 5 health at the feet of the caster. The
totem protects party members within 20 yards, reducing ranged damage taken
by 64. Lasts 2 min.

[] Healing Wave (Rank 9) — Cost: 3 gold
[] Category: Restoration
[] 560 Mana / 3 sec cast — (40 yd range)
___ Requires: Healing Wave (Rank 8) ___
* Heals a friendly target for 1367 to 1561.

[] Mana Spring Totem (Rank 4) — Cost: 3 gold
[] Category: Restoration
[] 100 Mana / Instant cast
___ Requires: Mana Spring Totem (Rank 3) ___
___ Tools: Water Totem ___
* Summons a Mana Spring Totem with 5 health at the feet of the caster for 1
min that restores 10 mana every 2 seconds to group members within 20
yards.

###############
(5cc) Level 58
###############

[] Frost Shock (Rank 4) — Cost: 3 gold 20 silver
[] Category: Elemental Combat
[] 430 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Frost Shock (Rank 3) ___
* Instantly shocks the target with frost, causing 486 to 514 Frost damage
and slowing movement speed by 50%. Lasts 8 sec.

[] Stoneclaw Totem (Rank 6) — Cost: 3 gold 20 silver
[] Category: Elemental Combat
[] 140 Mana / Instant cast — (30 sec cooldown)
___ Requires: Stoneclaw Totem (Rank 5) ___
___ Tools: Earth Totem ___
* Summons a Stoneclaw Totem with 480 health at the feet of the caster for 15
sec that taunts creatures within 8 yards to attack it.

[] Fire Resistance Totem (Rank 3) — Cost: 3 gold 20 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Fire Resistance Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Fire Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the fire resistance of party members within 20
yards by 60.

[] Flametongue Totem (Rank 4) — Cost: 3 gold 20 silver
[] Category: Enhancement
[] 275 Mana / Instant cast
___ Requires: Flametongue Totem (Rank 3) ___
___ Tools: Fire Totem ___
* Summons a Flametongue Totem with 5 health at the feet of the caster. The
totem enchants all party members’ main-hand weapons with fire if they are
within 20 yards. Each hit causes 15.8 to 48.7 additional Fire damage,
based on the speed of the weapon. Slower weapons cause more fire damage
per swing. Lasts 2 min.

[] Frostbrand Weapon (Rank 5) — Cost: 3 gold 20 silver
[] Category: Enhancement
[] 160 Mana / Instant cast
___ Requires: Frostbrand Weapon (Rank 4) ___
* Imbue the Shaman’s weapon with frost. Each hit has a chance of causing 175
additional Frost damage and slowing the target’s movement speed by 25% for
8 sec. Lasts for 5 minutes.

[] Mana Tide Totem (Rank 3) — Cost: 16 silver
[] Category: Restoration
[] 60 Mana / Instant cast — (5 min cooldown)
___ Requires: Mana Tide Totem (Rank 2) ___
___ Tools: Water Totem ___
* Summons a Mana Tide Totem with 5 health at the feet of the caster for 12
sec that restores 290 mana every 3 seconds to group members within 20
yards.
???? Mana Tide Totem (Rank 1) can only be obtained by spending a minimum of 31
talent points into a Restoration spec; in the final Tier.

###############
(5dd) Level 60
###############

[] Earth Shock (Rank 7) — Cost: 3 gold 40 silver
[] Category: Elemental Combat
[] 450 Mana / Instant cast — (20 yd range / 6 sec cooldown)
___ Requires: Earth Shock (Rank 6) ___
* Instantly shocks the target with concussive force, causing 517 to 545
Nature damage. It also interrupts spellcasting and prevents any spell in
that school from being cast for 2 sec. Causes a high amount of threat.

[] Searing Totem (Rank 6) — Cost: 3 gold 40 silver
[] Category: Elemental Combat
[] 170 Mana / Instant cast
___ Requires: Searing Totem (Rank 5) ___
___ Tools: Fire Totem ___
* Summons a Searing Totem with 5 health at your feet for 55 sec that
repeatedly attacks an enemy within 20.0 yards for 40 to 54 Fire damage.

[] Nature Resistance Totem (Rank 3) — Cost: 3 gold 40 silver
[] Category: Enhancement
[] 180 Mana / Instant cast
___ Requires: Nature Resistance Totem (Rank 2) ___
___ Tools: Air Totem ___
* Summons a Nature Resistance Totem with 5 health at the feet of the caster
for 2 min that increases the nature resistance of party members within 20
yards by 60.

[] Windfury Weapon (Rank 4) — Cost: 3 gold 40 silver
[] Category: Enhancement
[] 165 Mana / Instant cast
___ Requires: Windfury Weapon (Rank 3) ___
* Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of granting
you 2 extra attacks with 333 extra melee attack power. Lasts for 5
minutes.

[] Ancestral Spirit (Rank 5) — Cost: 3 gold 40 silver
[] Category: Restoration
[] ???? Mana / 10 sec cast — (30 yd range)
___ Requires: Ancestral Spirit (Rank 4) ___
* Returns the spirit to the body, restoring a dead target to life with 600
health and 800 mana. Cannot be cast when in combat.
???? The mana cost is not specific; it is roughly 70% of your maximum mana.
(This calculation has not been proven, nor has it been tested to check
whether or not increasing your maximum mana and / or decreasing your spell
costs affects the overall mana cost in any manner.)

[] Healing Stream Totem (Rank 5) — Cost: 3 gold 40 silver
[] Category: Restoration
[] 80 Mana / Instant cast
___ Requires: Healing Stream Totem (Rank 4) ___
___ Tools: Water Totem ___
* Summons a Healing Stream Totem with 5 health at the feet of the caster for
1 min that heals group members within 20 yards for 14 every 2 seconds.

[] Lesser Healing Wave (Rank 6) — Cost: 3 gold 40 silver
[] Category: Restoration
[] 380 Mana / 1.5 sec cast — (40 yd range)
___ Requires: Lesser Healing Wave (Rank 5) ___
* Heals a friendly target for 832 to 928.

——————————————————————————-

(6) Shamanistic Equipment

——————————————————————————-

The basic concept I’ll present here is that you only have two hands (or paws,
or claws, or whichever). This said, you are either going to equip a main hand
or one hand weapon along with a shield, or a two-handed weapon. As a Shaman,
you start out with the capability of using One-Handed Maces and Staves.
However, you can expand your weapon arsenal by training in new weapon skills at
each respective weapon master. (This said, the weapon master in Thunder Bluff
has nothing for you to train in, normally.)

You can learn One-Handed Axes, Daggers, and Fist Weapons from the weapon master
in Orgrimmar, named Sayoc, at 10 silver a piece. (The Troll next to him,
Hanashi, will only teach you One-Handed Axes. Seems pointless to me.) Also, you
can learn Daggers from the weapon master in Undercity, named Archibald. On both
accounts, if you invest enough talent points into Enhancement, you can enable
training in both Two-Handed Axes and Two-Handed Maces. Sayoc in Orgrimmar can
train Two-Handed Axes, and Ansekhwa in Thunder Bluff can train Two-Handed
Maces, respectively. 10 silver each as well.

Now below are listings of the major, high end ‘Lv 60′ armors you will get as
you progress towards more end game content. Some can be more beneficial than
others, depending on your playstyle or more importantly, your talent build. You
can always mix and match, though you get bonuses for wearing more of each set.

###############
(6a) Dungeon Set 1 — Elements
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 297 | +7 | | +13 | +23 | +12 | Req. Lv57 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 266 | +6 | | +14 | +15 | +6 | Req. Lv55 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 370 | | | +13 | +20 | +20 | Req. Lv58 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 148 | | | +7 | +10 | +10 | Req. Lv52 | Equip |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 218 | +9 | | +4 | +10 | +16 | Req. Lv54 | Equip |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 193 | +9 | | +6 | +17 | +7 | Req. Lv53 | Equip |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 315 | +12 | +6 | +7 | +15 | +20 | Req. Lv56 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 240 | | +9 | | | +17 | Req. Lv54 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* (NONE) * — …

[] Set Bonuses
* (2) * — +200 Armor.
* (4) * — Increases damage and healing done by spells and effects by up
to 23.
* (6) * — Chance on spell cast to increase your damage and healing done
by up to 95 for 10 sec.
* (8) * — +8 All Resistances.

###############
(6b) Dungeon Set 2 — Five Thunders
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 314 | | | +22 | +21 | +12 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 286 | +10 | | +11 | +11 | +10 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 387 | +12 | | +17 | +17 | +16 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 167 | | | +10 | +9 | +9 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 223 | +9 | | +12 | +14 | | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 214 | +10 | | +11 | +11 | | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 339 | +10 | | +17 | +17 | +16 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 266 | +12 | | +13 | +12 | +10 | None | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Increases damage and healing done by magical spells and
effects by up to 14.
— Improves your chance to get a critical strike with spells by
1%.
* Shoulders * — Increases damage and healing done by magical spells and
effects by up to 12.
* Chest * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 14.
* Wrist * — Increases damage and healing done by magical spells and
effects by up to 8.
* Hands * — Restores 4 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 12.
* Waist * — Restores 4 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 12.
* Legs * — Increases damage and healing done by magical spells and
effects by up to 11.
* Feet * — Increases damage and healing done by magical spells and
effects by up to 12.
— Restores 4 mana per 5 sec.

[] Set Bonuses
* (2) * — +8 All Resistances.
* (4) * — Chance on spell cast to increase your damage and healing done
by up to 95 for 10 sec.
* (6) * — Increases damage and healing done by spells and effects by up
to 23.
* (8) * — +200 Armor.

###############
(6c) Tier 1 Raid Set — Earthfury
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 343 | | | +24 | +23 | +13 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 317 | | | +17 | +18 | +10 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 422 | | | +17 | +27 | +13 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 185 | | | +10 | +17 | +11 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 264 | | | +14 | +13 | +15 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 237 | | | +12 | +21 | +7 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 369 | | | +18 | +19 | +21 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 290 | | | +15 | +10 | +22 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* Head * — +10 Fire Resistance.
* Shoulders * — +7 Shadow Resistance.
* Chest * — +10 Fire Resistance.
* Hands * — +7 Fire Resistance.
* Waist * — +7 Fire Resistance.
* Legs * — +10 Shadow Resistance.
* Feet * — +7 Shadow Resistance.

[] Equip Bonuses
* Head * — Restores 6 mana per 5 sec.
— Increases healing done by magical spells and effects by up to
22.
* Shoulders * — Restores 4 mana per 5 sec.
— Increases healing done by magical spells and effects by
up to 18.
* Chest * — Improves your chance to get a critical strike with spells by
1%.
— Increases healing done by magical spells and effects by up
to 22.
* Wrist * — Increases damage and healing done by magical spells and
effects by up to 6.
* Hands * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 9.
* Waist * — Restores 4 mana per 5 sec.
— Increases healing done by magical spells and effects by up
to 18.
* Legs * — Restores 6 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 12.
* Feet * — Increases healing done by magical spells and effects by up to
18.

[] Set Bonuses
* (3) * — The radius of your totems that affect friendly targets is
increased by 10 yd. Does not stack with Totemic Mastery.
* (5) * — After casting your Healing Wave or Lesser Healing Wave spell,
gives you a 25% chance to gain Mana equal to 35% of the base
cost of the spell.
* (8) * — Your Healing Wave will now jump to additional nearby targets.
Each jump reduces the effectiveness of the heal by 80%, and
the spell will jump to up to two additional targets.

###############
(6d) Tier 2 Raid Set — Ten Storms
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 392 | | | +20 | +24 | +12 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 362 | | | +23 | +17 | +8 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 482 | | | +17 | +31 | +16 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 211 | | | +13 | +16 | +9 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 301 | | | +15 | +17 | +13 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 271 | | | +13 | +18 | +11 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 422 | | | +16 | +18 | +20 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 332 | | | +17 | +16 | +16 | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* Head * — +10 Frost Resistance.
— +10 Shadow Resistance.
* Shoulders * — +10 Fire Resistance.
* Chest * — +10 Fire Resistance.
— +10 Nature Resistance.
* Hands * — +10 Shadow Resistance.
* Waist * — +10 Shadow Resistance.
* Legs * — +10 Arcane Resistance.
— +10 Fire Resistance.
* Feet * — +10 Fire Resistance.

[] Equip Bonuses
* Head * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 9.
— Increases healing done by spells and effects by up to 18.
* Shoulders * — Improves your chance to get a critical strike with
spells by 1%.
* Chest * — Increases damage and healing done by magical spells and
effects by up to 23.
* Wrist * — Restores 6 mana per 5 sec.
* Hands * — Restores 6 mana per 5 sec.
— Increases damage and healing done by magical spells and
effects by up to 8.
— Increases healing done by spells and effects by up to 15.
* Waist * — Improves your chance to get a critical strike with spells by
1%.
— Increases healing done by magical spells and effects by up
to 26.
* Legs * — Improves your chance to get a critical strike with spells by
1%.
— Increases damage and healing done by magical spells and
effects by up to 29.
* Feet * — Increases damage and healing done by magical spells and
effects by up to 20.

[] Set Bonuses
* (3) * — Increases the amount healed by Chain Heal to targets beyond
the first by 30%.
* (5) * — Improves your chance to get a critical strike with Nature
spells by 3%.
* (8) * — When you cast a Healing Wave or Lesser Healing Wave, there is
a 25% chance the target also receives a free Lightning Shield
that causes 50 Nature damage to attacker on hit.

###############
(6e) Tier 3 Raid Set — Earthshatter
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 449 | | | +26 | +30 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 306 | | | +24 | +19 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 576 | | | +26 | +32 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Wrist | 242 | | | +17 | +18 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 346 | | | +21 | +28 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Waist | 311 | | | +18 | +25 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 484 | | | +28 | +30 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 372 | | | +20 | +25 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Finger | | | | +16 | +16 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Restores 8 mana per 5 sec.
— Increases healing done by spells and effects by up to 68.
* Shoulders * — Increases healing done by spells and effects by up to
42.
— Restores 6 mana per 5 sec.
* Chest * — Increases healing done by spells and effects by up to 59.
— Restores 12 mana per 5 sec.
* Wrist * — Increases healing done by spells and effects by up to 33.
— Restores 4 mana per 5 sec.
* Hands * — Restores 6 mana per 5 sec.
— Increases healing done by spells and effects by up to 35.
* Waist * — Restores 7 mana per 5 sec.
— Increases healing done by spells and effects by up to 42.
* Legs * — Restores 9 mana per 5 sec.
— Increases healing done by spells and effects by up to 59.
* Feet * — Restores 6 mana per 5 sec.
— Increases healing done by spells and effects by up to 37.
* Finger * — Increases healing done by spells and effects by up to 37.
— Restores 6 mana per 5 sec.

[] Set Bonuses
* (2) * — Reduces the mana cost of your totem spells by 12%.
* (4) * — Increases the mana gained from your Mana Spring totems by 25%.
* (6) * — Your Healing Wave and Lesser Healing Wave spells have a chance
to imbue your target with Totemic Power.
* (8) * — Your Lightning Shield spell also grants you 15 mana per 5 sec.
while active.

###############
(6f) PvP — Rare
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 337 | +6 | | +24 | +16 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 311 | +5 | | +16 | +10 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 398 | +17 | | +18 | +18 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 242 | | | +15 | +9 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 348 | | | +18 | +17 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 266 | +13 | | +14 | +12 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Improves your chance to get a critical strike by 1%.
— Improves your chance to get a critical strike with spells by
1%.
* Shoulders * — Increases damage and healing done by magical spells and
effects by up to 15.
— Improves your chance to get a critical strike with
spells by 1%.
* Chest * — Improves your chance to get a critical strike by 1%.
* Hands * — Increases damage and healing done by magical spells and
effects by up to 13.
— Improves your chance to get a critical strike with spells by
1%.
* Legs * — Increases damage and healing done by magical spells and
effects by up to 21.
— Improves your chance to get a critical strike with spells by
1%.
* Feet * — Increases the speed of your Ghost Wolf ability by 15%.

[] Set Bonuses
* (2) * — +40 Attack Power.
* (4) * — Improves your chance to get a critical strike with all Shock
spells by 2%.
* (6) * — +20 Stamina.

###############
(6g) PvP — Epic
###############

|———–|——-|——|——|——|——|——|———–|———-|
| Equipment | Armor | Str. | Agi. | Sta. | Int. | Spi. | Lvl. Req. | Binds On |
|———–|——-|——|——|——|——|——|———–|———-|
| Head | 382 | +11 | | +35 | +19 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Shoulders | 353 | +17 | +9 | +18 | +18 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Chest | 470 | +9 | | +35 | +20 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Hands | 353 | +17 | | +18 | +17 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Legs | 396 | | | +23 | +23 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|
| Feet | 311 | | | +18 | +17 | | Req. Lv60 | Pick Up |
|———–|——-|——|——|——|——|——|———–|———-|

[] Additional Stats
* (NONE) * — …

[] Equip Bonuses
* Head * — Improves your chance to get a critical strike by 1%.
— Improves your chance to get a critical strike with spells by
1%.
— Increase damage and healing done by magical spells and
effects by up to 9.
* Shoulders * — Increases damage and healing done by magical spells and
effects by up to 16.
* Chest * — Improves your chance to get a critical strike by 1%.
— Improves your chance to get a critical strike with spells by
1%.
— Increase damage and healing done by magical spells and
effects by up to 9.
* Hands * — Improves your chance to get a critical strike by 1%.
* Legs * — Increases damage and healing done by magical spells and
effects by up to 27.
— Improves your chance to get a critical strike with spells by
1%.
— Improves your chance to get a critical strike by 1%.
* Feet * — Restores 5 mana per 5 sec.
— Increases damage and healing done by magical spells by up to
20.
— Increases the speed of your Ghost Wolf ability by 15%.

[] Set Bonuses
* (2) * — +20 Stamina.
* (4) * — Improves your chance to get a critical strike with all Shock
spells by 2%.
* (6) * — +40 Attack Power.

——————————————————————————-

(7) F.A.Q.s

——————————————————————————-

… and the problem with this section is that, well, having just sent it out,
I haven’t really received any questions, let alone been asked any frequently
enough to list here. Erm, so feel free to ask away? ^^;;

——————————————————————————-

Filed under: Games | Tags: , | vrskidsv | Comments (0)

|World of WarCraft Item/Set Item Stat FAQ|
~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.

A World Awaits…

Enter the World of WarCraft

This FAQ was started on Monday, July 18th, 2005.

This FAQ was written by Mike Zielinski. My E-Mail address is
globalops21@yahoo.com. E-Mail any questions or comments you may
have on the brilliance that is World of WarCraft. Also any
requests for a certain item that may not be contained within the
FAQ should also be E-Mailed to me.

Keep in mind that there is a VAST amount of items contained
with World of WarCraft and to make navigation of this FAQ easier,
I recommend using the Ctrl-F shortcut. Hitting this button
combination will bring up a window prompting you to type in a
keyword. Doing so will browse the entire document bringing up
the word you typed in and its location in the FAQ.

If any of you have any submissions you would like to make (you
have an item’s stats that I don’t have in the FAQ) feel free to
E-Mail them to me and I’ll update accordingly, with proper credit
to you of course.

One last thing, I have a 60 Mage (Human, Male) on Sargeras, a
51 Priest (Troll, Female) on Illidan, a 40 Rogue (Undead, Female)
on Frostmane. I also have some lower level characters: 22 Druid
(Night Elf, Female), a 20 Warrior (Night Elf Female) both on
Sargeras and a 6 Hunter (Orc, Male) on Illidan. Their names:

60 Mage on Sargeras - Faceless
51 Priest on Illidan - Awake
40 Rogue on Frostmane - Orkhid
22 Druid on Sargeras - Serrenity
20 Warrior on Sargeras - Spirall
6 Hunter on Illidan - Badmagick

Feel free to add me to your Friends List or whatnot, and don’t
be afraid to whisper me. More than likely, I’ll be looking to
party if we’re similar in level. Also, if you have ANY questions
whatsoever, don’t hesitate to message me them in-game and I’ll
answer them to the best of my ability. I’m playing with my
Priest (Awake on Illidan) the most right now, so if you’re on
Illidan, don’t hesitate to message me and tell me you’ve read my
FAQ or something.

–>Version 1.0 (July 18th, 2005): I have completed the
Introduction, and Stat Explanations portions of the FAQ. I have
also started the Epic Set Item Stats/Set Bonuses section; I
completed the Druid’s Cenarion and Stormrage Raiment sets as well
as their set bonuses. I have started on the Hunter Giantstalker
set.

Version 1.1 (July 19th, 2005): I completed the Hunter Giantstalker
set as well as 3/4s of the Hunter Dragonstalker set.

Version 1.2 (July 21st, 2005): I completed the Hunter
Dragonstalker set as well as the Mage Arcanist set, the Mage
Netherwind set and the Paladin Lawbringer set.

Table of Contents:
~.~.~.~.~.~.~.~.~.

I. Introduction
II. Stat Explanations
III. Epic Set Item Stats/Set Bonuses (Tier 1 and 2)
IV. Rare Set Item Stats/Set Bonuses
V. Rare Armor (Cloth, Leather, Mail, Plate) Item Stats
VI. Rare Weapon (Swords, Daggers, Axes, Maces, Staves etc.) Item
Stats
VII. Uncommon Armor (Cloth, Leather, Mail, Plate) Item Stats
VIII.Uncommon Weapon (Swords, Daggers, Axes, Maces, etc.) Item
Stats
IX. Trinket (Epic, Rare, Uncommon) Stats
X. Credits

I. Introduction:
~.~.~.~.~.~.~.~.

This FAQ, for the most part, is intended as a guide to what
exactly most (hopefully all eventually) items’ (Epic, Rare, and
Uncommon) stats are. Every item in the game contains stats;
these stats, and what they mean are explained in the section
below. Some items contain more and better stats than others.
Epics and Rares generally tend to have much better stats than an
Uncommon item (+ “X” more Intellect or + “X” amount more Fire
Resistance for example) Some items have special bonuses as well
such as increased healing and effects done by “X” amount.
All of these stats will be outlined in this FAQ; the Epic
Set Items will be listed first alphabetically as well as by what
type of item it is (armor or a weapon) as they are the most
popular; regular, non-set epic items will be listed after that
followed by rare sets and regular rare items. After those will
be Uncommon armor, and weapon stats as well. It sounds
confusing, but once you dive into the FAQ, it will all make
sense. Also included next to the stats of an item will be its
vendor price. This number represents the amount of copper,
silver or gold you will receive upon selling it to a vendor; the
vendor price, or how much the vendor will sell it back to you
for, will also be displayed.

II. Stats Explanation:
~.~.~.~.~.~.~.~.~.~.~.

There are six main stats an item can have to go along with
it (there are + to Resistances, but those are generally only
found on Epic items). These six main stats are:

-Strength
-Agility
-Stamina
-Intellect
-Spirit
-Armor

To go along with these six main stats items possess, the
different + to Resistance stats should also be noted. Many epic
items (some rare ones as well) have a certain amount of
Resistance bonus to them. These help the character to take a
reduced amount of damage from that particular resistance
(Resistances also help the character to dodge certain types of
magic attacks). The five main Resistances are:

-Arcane
-Fire
-Nature
-Frost
-Shadow

–> Strength - Increases your attack power with melee weapons.

Classes that put Strength to the best use:

Warriors and Paladins put Strength to the best use as
it increases their attack power with melee weapons (with them
being mostly melee, this helps a great deal). Strength can also
benefit Shaman, Hunters as well as Feral specced Druids. Shamans
are a combination spell/melee class and with added Strength,
their weapon attacks do more damage. Hunters who do not rely on
ranged as their main damage output, could use a bit of Strength
to add more damage to their weapon attacks. Druids who are Feral
specced could use a lot of strength as they are mostly there for
additional damage (Bear Form specifically).

–> Agility - Increases your attack power with melee weapons.
Improves your chance to score a critical hit with all weapons.
Increases your armor and your chance to dodge attacks.

Classes that put Agility to the best use:

Rogues, Hunters, Warriors and Paladins could benefit
from a high agility bonus. Rogues need a lot of agility because
of their absolute dependency on melee weapons and the improved
chance to score a critical hit with all weapons. Most Hunters
used ranged attacks and high agility means some massive damage
with a good gun equipped. Warriors and Paladins don’t really
need to crit a lot as they are mostly there for tanking so high
agility isn’t essential. Casters have absolutely no need for
agility as their main purpose is to cast spells not get up close
and melee.

–> Stamina - Increases your health points.

Classes that put Stamina to the best use:

Every single class in World of WarCraft should try and
acquire items that add as much Stamina as possible while trying
to retain what type of character build they are aiming for.
Tanks (Warriors, and sometimes Paladins/Shaman) should have an
especially high Stamina stat as they tend to need the most HP
(Hit Points). Casters (Mages, Warlocks and Priests) need as much
Stamina as possible as well because of their ability to only wear
Cloth items (this makes them very fragile). When casters do take
aggro, it is essential for them to survive the attack and the
best way to do so is to have as many Stamina stat points as
possible. Druids, Hunters, and Rogues need Stamina as well, but
it is not imperative for them because of their relative
“inability” to draw aggro in a party.

–> Intellect - Increases your mana points and your chance to
score a critical hit with spells. Increases the rate at which
you improve weapon skills.

Classes that put Intellect to the best use:

Every caster in the game should have as much Intellect
as physically possible. Mages, Warlocks and Priests are
absolutely dependent on their mana pool. A Priest with no mana
equals the party wiping without a backup healer. Druids/Shaman
should also have plenty of Intellect as they are mainly used as
backup healers (or even main healers at times) in the endgame.
Warriors and Rogues don’t even have mana, so Intellect is
completely worthless to them. Hunters and Paladins use mana, but
not nearly as much a caster; Intellect for these two classes is
not important. In my opinion, Priests and Mages need more
Intellect than say a Warlock, because of their more active role
in a party.

–>Spirit - Increases your health and mana regeneration rates.

Classes that put Spirit to the best use:

Again, like Intellect, casters are mostly dependent on
Spirit. While not as important as Stamina or Intellect, Spirit
can definitely change the tide of battle providing the player has
enough of it. Among casters, Spirit makes the biggest difference
to a Priest as they are constantly healing throughout battle, and
with a high enough Spirit stat, their mana constantly recharges
at a faster rate. Spirit is also very useful for Druids as they
are mostly used as backup healers in the endgame and a steady
flow of mana recharging is immensely beneficial. Hunters,
Paladins, and Shaman don’t necessarily need to rely too heavily
on mana, so Spirit should almost be considered an afterthought
for them. Warriors and Rogues aren’t very dependent on Spirit
either as they have no mana to use and their health is constantly
being replenished by the healer in the group (or at least their
health should be).

–> Armor - Decreases the amount of damage you take from
physical attacks. The amount of reduction is influenced by the
level of your attack.

Classes that put Armor to the best use:

Warriors, Paladins and Shaman should be most dependent
on Armor as they are usually a tank if not the main tank in
endgame parties. Warriors and Paladins can also wear Plate
armor, so Armor for them should not be a problem. Shaman can
only wear Mail, but with a high Armor shield, they should be
fine. Hunters, Rogues and Druids aren’t entirely dependent on
Armor, so it should not be their main focus. All casters in the
game can only wear Cloth, so Armor should not be a factor in
their overall character build whatsoever.

III. Epic Set Item Stats/Set Bonuses (Tier 1 and 2)
~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.

This section will start off the bulk of what this FAQ is all
about. Below I will list each and every Epic Set Item as well as
their stat bonuses upon completing the entire set. It is
important to remember that there are two Epic Sets for each
character class. They are generally referred to as Tier 1 and
Tier 2. Tier 2 sets tend to have a tinier bit better stats than
Tier 1. The list will be in alphabetical by the class names.
The Set pieces will be listed in the order of: Head, Shoulder,
Chest, Wrist, Hand, Waist, Leg, and Feet. Let’s now whisk away
to the brilliant itemization Blizzard has created for its
masterpiece that is World of WarCraft.

~.~.~.~.~.~.~.~
|Druid Tier 1:|
~.~.~.~.~.~.~.~

~.~.~.~.~.~.~.~.~
–> Cenarion Raiment:
~.~.~.~.~.~.~.~.~

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Cenarion Helm:

Binds when picked up.

Head Armor Type: Leather
163 Armor

+26 Stamina
+28 Intellect
+13 Spirit
+10 Fire Resistance

Classes: Druid
Requires: Level 60

Equip: Increases damage and healing done by magical spells and
effects by up to 12.

Sell to vendor for 3g (gold) 49s (silver) and 46c (copper)
Buy from vendor for 17g 47s 46c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Cenarion Spaulders:

Binds when picked up.

Shoulder Armor Type: Leather
150 Armor

+13 Stamina
+20 Intellect
+10 Spirit
+7 Shadow Resistance

Classes Druid
Requires: Level 60

Equip: Restores 4 mana every 5 seconds.
Equip: Increases healing done by spells and effects by up to 18.

Sell to vendor for 3g 18s 59c
Buy from vendor for 15g 92s 98c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-
-Cenarion Vestments:

Binds when picked up.

Chest Armor Type: Leather
200 Armor

+23 Stamina
+24 Intellect
+16 Spirit
+10 Fire Resistance

Classes: Druid
Requires: Level 60

Equip: Restores 3 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 22.

Sell to vendor for 4g 64s 39c
Buy from vendor for 23g 21s 95c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-
-Cenarion Bracers:

Binds when picked up.

Wrist Armor Type: Leather
88 Armor

+13 Stamina
+14 Intellect
+13 Spirit

Classes: Druid
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 6.

Sell to vendor for 2g 29s 72c
Buy from vendor for 11g 48s 64c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Cenarion Gloves:

Binds when picked up.

Hands Armor Type: Leather
125 Armor

+17 Stamina
+18 Intellect
+15 Spirit
+7 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 18.

Sell to vendor for 2g 30s 55c
Buy from vendor for 11g 52s 75c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=
-Cenarion Belt:

Binds when equipped.

Waist Armor Type: Leather
113 Armor

+10 Stamina
+22 Intellect
+10 Spirit
+7 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Restores 4 mana every 5 sec.
Equip: Increases damage and healing done by magical spells and
effects by up to 9.

Sell to vendor for 2g 22s 21c
Buy from vendor for 11g 11s 9c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-
-Cenarion Leggings

Binds when picked up.

Legs Armor Type: Leather
175 Armor

+18 Stamina
+19 Intellect
+20 Spirit
+10 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Restores 4 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 22.

Sell to vendor for 4g 23s 15c
Buy from vendor for 21g 15s 75c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=
-Cenarion Boots

Binds when picked up.

Feet Armor Type: Leather
138 Armor

+16 Stamina
+13 Intellect
+15 Spirit
+7 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Restores 3 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 18.

Sell to vendor for 3g 43s 39c
Buy from vendor for 17g 16s 97c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~
Cenarion Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~

-3 pieces of the set:

Damage dealt by Thorns increased by 4.

-5 pieces of the set:

Improves your chance to get a critical strike with Nature
spells by 2%.

-8 pieces of the set:

Reduces the cooldown of your Tranquility spell by 5 min.

~.~.~.~.~.~.~.~
|Druid Tier 2:|
~.~.~.~.~.~.~.~

~.~.~.~.~.~.~.~.~.
–> Stormrage Raiment:
~.~.~.~.~.~.~.~.~.

-=-=-=-=-=-=-=-=-=-=
-Stormrage Cover:

Binds when picked up.

Head Armor Type: Leather
183 Armor

+20 Stamina
+31 Intellect
+12 Spirit
+10 Frost Resistance
+10 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Restores 6 mana every 5 sec.
Equip: Increases healing done by spells and effects by up to 29.

Sell to vendor for 5g 41s 11c
Buy from vendor for 27g 5s 55c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
-Stormrage Pauldrons:

Binds when picked up.

Shoulder Armor Type: Leather
169 Armor

+23 Intellect
+12 Spirit
+15 Stamina
+10 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 29.

Sell to vendor for 5g 45s 7c
Buy from vendor for 27g 25s 37c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-
-Stormrage Chestguard:

Binds when picked up.

Chest Armor Type: Leather
225 Armor

+23 Intellect
+32 Spirit
+16 Spirit
+8 Strength
+5 Fire Resistance
+7 Nature Resistance
+6 Frost Resistance

Classes: Druid
Requires Level: 60

Equip: Increases damage done by Arcane spells and effects by up
to 7.
Equip: Increases damage done by Nature spells and effects by up
to 7.
Equip: Increases healing and done by spells and effects by up to
11.

Sell to vendor for 7g 13s 51
Buy from vendor for 35g 67s 51c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=
-Stormrage Bracers:

Binds when picked up.

Wrist Armor Type: Leather
98 Armor

+11 Stamina
+15 Intellect
+12 Spirit

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 33.

Sell to vendor for 3g 66s 6c
Buy from vendor for 18g 30s 30c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-
-Stormrage Handguards:

Binds when picked up.

Hands Armor Type: Leather
140 Armor

+13 Intellect
+25 Spirit
+8 Stamina
+8 Strength

Classes: Druid
Requires Level: 60

Equip: Increases damage done by Nature spells and effects by up
to 7.
Equip: Increases healing done by spells and effects by up to 33.

Sell to vendor for 3g 59s 40c
Buy from vendor for 17g 97s 0c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-
-Stormrage Belt:

Binds when picked up.

Waist Armor Type: Leather
126 Armor

+25 Intellect
+12 Spirit
+13 Stamina
+10 Shadow Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 26.

Sell to vendor for 3g 64s 72c
Buy form vendor for 18g 23s 61c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
-Stormrage Legguards:

Binds when picked up.

Legs Armor Type: Leather
197 Armor

+26 Intellect
+23 Spirit
+17 Stamina
+10 Fire Resistance
+10 Arcane Resistance

Classes: Druid
Requires Level: 60

Equip: Increases healing done by spells and effects by up to 48.

Sell to vendor for 7g 24s 51c
Buy from vendor for 36g 20s 79c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Stormrage Boots:

Binds when picked up.

Feet Armor Type: Leather
154 Armor

+17 Intellect
+11 Spirit
+15 Stamina
+10 Fire Resistance

Classes: Druid
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Increases healing done by spells and effects by up to 26.

Sell to vendor for 5g 37s 9c
Buy from vendor for 26g 85s 46c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~.
Stormrage Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~.

-3 pieces of the set:

Reduces the mana cost of your shapeshifting spells by 150.

-5 pieces of the set:

Reduces the casting time of your Regrowth spell by .2 sec.

-8 pieces of the set:

Increases the duration of your Rejuvenation spell by 3 sec.

~.~.~.~.~.~.~.~.
|Hunter Tier 1:|
~.~.~.~.~.~.~.~.

~.~.~.~.~.~.~.~.~.~
–> Giantstalker Armor:
~.~.~.~.~.~.~.~.~.~

-=-=-=–=-=-=-=-=-=-=-=-=-
-Giantstalker’s Helmet:

Binds when picked up.

Head Armor Type: Mail
343 Armor

+23 Agility
+15 Intellect
+8 Spirit
+23 Stamina
+10 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 4g 7s 59c
Buy from vendor for 20g 37s 96c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Epaulets:

Binds when picked up.

Shoulder Armor Type: Mail
317 Armor

+24 Agility
+14 Stamina
+5 Intellect
+9 Spirit
+7 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to hit by 1%.

Sell to vendor for 4g 12s 37c
Buy from vendor for 20g 61s 87c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Breastplate:

Binds when picked up.

Chest Armor Type: Mail
422 Armor

+26 Agility
+23 Stamina
+11 Intellect
+10 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 5g 41s 48c
Buy from vendor for 27g 7s 42c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Bracers:

Binds when equipped.

Wrist Armor Type: Mail
185 Armor

+20 Agility
+11 Stamina
+6 Intellect
+5 Spirit

Classes: Hunter
Requires Level: 60

Sell to vendor for 2g 75s 64c
Buy from vendor for 13g 78s 24c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Gloves:

Binds when picked up.

Hands Armor Type: Mail
264 Armor

+18 Agility
+12 Stamina
+7 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to hit by 2%.

Sell to vendor for 2g 77s 62c
Buy from vendor for 13g 88s 10c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Belt:

Binds when equipped.

Waist Armor Type: Mail
237 Armor

+18 Agility
+16 Stamina
+9 Intellect
+4 Spirit
+7 Fire Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 2g 76s 63c
Buy from vendor for 13g 83s 17c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Giantstalker’s Leggings:

Binds when picked up.

Legs Armor Type: Mail
369 Armor

+32 Agility
+15 Stamina
+6 Intellect
+8 Spirit
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 5g 45s 43c
Buy from vendor for 27g 27s 15c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Boots:

Binds when picked up.

Feet Armor Type: Mail
290 Armor

+28 Agility
+14 Stamina
+6 Spirit
+7 Shadow Resistance

Classes: Hunter
Requires Level: 60

Sell to vendor for 4g 13s 82c
Buy from vendor for 20g 69s 11c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~.~.~
Giantstalker Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~.~.~

-3 pieces of the set:

Increases the rang of your Mend Pet spell by 50%.

-5 pieces of the set:

Increases your pet’s life by 150 and all spell resistances by
100.

-8 pieces of the set:

Increases the damage of Multi-Shot and Volley by 15%.

~.~.~.~.~.~.~.~.
|Hunter Tier 2:|
~.~.~.~.~.~.~.~.

~.~.~.~.~.~.~.~.~.~.
–> Dragonstalker Armor:
~.~.~.~.~.~.~.~.~.~.

-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Helm:

Bids when picked up.

Head Armor Type: Mail
392 Armor

+27 Agility
+26 Stamina
+16 Intellect
+8 Spirit
+10 Frost Resistance
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 6g 46s 63c
Buy from vendor for 32g 33s 63c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Spaulders:

Binds when picked up.

Shoulder Armor Type: Mail
362 Armor

+23 Agility
+14 Intellect
+8 Spirit
+15 Stamina
+10 Fire Resistance

Classes: Hunter
Requires Level: 60

Sell to vendor for ???
Buy from vendor for ???
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Dragonstalker’s Chestguard:

Binds when picked up.

Chest Armor Type: Mail
482 Armor

+34 Agility
+14 Intellect
+6 Spirit
+17 Stamina
+10 Fire Resistance
+10 Nature Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 8g 94s 96c
Buy from vendor for 44g 74s 82c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Bracers:

Binds when picked up.

Wrist Armor Type: Mail
211 Armor

+23 Agility
+6 Intellect
+6 Spirit
+13 Stamina

Classes: Hunter
Requires Level: 60

Sell to vendor for 4g 24s 81c
Buy from vendor for 21g 24s 5c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Gauntlets:

Binds when picked up.

Hands Armor Type: Mail
301 Armor

+20 Agility
+13 Intellect
+6 Spirit
+17 Stamina
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 4g 32s 75c
Buy from vendor for 21g 63s 79c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=–=-=-=-=-=
-Dragonstalker’s Belt:

Binds when picked up.

Waist Armor Type: Mail
271 Armor

+20 Agility
+13 Intellect
+11 Spirit
+15 Stamina
+10 Shadow Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 4g 26s 37c
Buy from vendor for 21g 31s 87c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Dragonstalker’s Legguards:

Binds when picked up.

Legs Armor Type: Mail
422 Armor

+31 Agility
+10 Intellect
+11 Spirit
+17 Stamina
+10 Fire Resistance
+10 Arcane Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to hit by 2%.

Sell to vendor for 8g 59s 17c
Buy from vendor for 42g 95s 88c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Giantstalker’s Breastplate:

Binds when picked up.

Chest Armor Type: Mail
482 Armor

+34 Agility
+14 Intellect
+6 Spirit
+17 Stamina
+10 Fire Resistance
+10 Nature Resistance

Classes: Hunter
Requires Level: 60

Equip: Improves your chance to get a critical strike by 1%.

Sell to vendor for 8g 94s 96c
Buy from vendor for 44g 74s 82c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~.~.~.
Dragonstalker Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~.~.~.

-3 pieces of the set:

Increases the Ranged Attack Power bonus of your Aspect of the
Hawk by 20%.

-5 pieces of the set:

Increases your pet’s life by 200 and all spell resistances by
130.

-8 pieces of the set:

You have a chance whenever you deal ranged damage to apply an
Expose Weakness effect to the target. Expose Weakness increases
the Ranged Attack Power of all attackers against that target by
450 for 7 seconds.

~.~.~.~.~.~.~.
|Mage Tier 1:|
~.~.~.~.~.~.~.

~.~.~.~.~.~.~.~.~
–> Arcanist Regalia:
~.~.~.~.~.~.~.~.~

-=-=-=-=-=-=-=-=-=-
-Arcanist Crown:

Binds when picked up.

Head Armor Type: Cloth
83 Armor

+35 Intellect
+8 Spirit
+14 Stamina
+10 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 15.

Sell to vendor for 2g 73s 59c
Buy from vendor for 13g 67s 97c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Arcanist Mantle:

Binds when picked up.

Shoulder Armor Type: Cloth
76 Armor

+24 Intellect
+5 Spirit
+10 Stamina
+7 Shadow Resistance

Classes: Mage
Requires Level: 60

Equip: Restores 4 mana every 5 sec.
Equip: Increases damage done by Frost spells and effects by up to
11.

Sell to vendor for 2g 55s 91c
Buy from vendor for 12g 79s 58c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-
-Arcanist Robes:

Binds when picked up.

Chest Armor Type: Cloth
102 Armor

+33 Intellect
+14 Spirit
+19 Stamina
+10 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 16.

Sell to vendor for 3g 42s 53c
Buy from vendor for 17g 12s 69c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=
-Arcanist Bindings:

Binds when equipped.

Wrist Armor Type: Cloth
44 Armor

+20 Intellect
+8 Spirit
+6 Stamina
+7 Fire Resistance
+4 Frost Resistance
+4 Arcane Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 6.
Equip: Restores 2 mana every 5 sec.

Sell to vendor for 1g 71s 92c
Buy from vendor for 8g 59s 63c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=
-Arcanist Gloves:

Binds when picked up.

Hands Armor Type: Cloth
63 Armor

+18 Intellect
+10 Spirit
+17 Stamina
+7 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Restores 4 mana every 5 sec.

Sell to vendor for 1g 73s 22c
Buy from vendor for 8g 66s 12c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=
-Arcanist Belt:

Binds when equipped.

Waist Armor Type: Cloth
57 Armor

+26 Intellect
+10 Spirit
+10 Stamina
+7 Fire Resistance

Classes: Mage
Requires Level: 60

Equip: Increases damage and healing done by magical spells and
effects by up to 9.

Sell to vendor for 1g 73s 88c
Buy from vendor for 8g 69s 41c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-=-=
-Arcanist Leggings:

Binds when picked up.

Legs Armor Type: Cloth
89 Armor

+24 Intellect
+13 Spirit
+23 Stamina
+10 Shadow Resistance

Classes: Mage
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Increases damage done by Frost spells and effects by up to
14.

Sell to vendor for 3g 39s 90c
Buy from vendor for 16g 99s 53c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

-=-=-=-=-=-=-=-=-=-
-Arcanist Boots:

Binds when picked up.

Feet Armor Type: Cloth
70 Armor

+15 Intellect
+14 Spirit
+13 Stamina
+10 Shadow Resistance

Classes: Mage
Requires Level: 60

Equip: Improves your chance to get a critical strike with spells
by 1%.
Equip: Increases damage done by Frost spells and effects by up to
11.

Sell to vendor for 2g 58s 85c
Buy from vendor for 12g 94s 25c
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=-=-=-

~.~.~.~.~.~.~.~.~.~.~
Arcanist Set Bonuses:
~.~.~.~.~.~.~.~.~.~.~

-3 pieces of the set:

Damage absorbed by Fire Ward and Frost Ward is increased by
10%.

-5 pieces of the set:

Increases the duration of your Polymorph by 15 sec.

-8 pieces of the set:

Decreases the threat generated by your spells by -15%.

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