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Shaman

Caperfin's Guide to Shaman Tanking
by Caperfin • 29th January 2020


About Author
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Hi, my name is Caperfin and welcome to my guide! I'm known around the community for pushing World of Warcraft to its limit for five years, redefining what classes can do and transcribing it into comprehensible guides for the community. If a subject is not addressed or poorly, please let me know. Also, If you have any questions after having read the guide, feel free to drop by the stream and ask questions.

Let's begin!
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Can Shamans tank in original World of Warcraft? The short and to the point answer is, yes. You might be rubbing your eyes right now in disbelief of this answer. Perhaps concocting up an entire five page manifesto around how only warriors can and should tank. Although, I could go on a long rant about how there are many other classes that can tank, today, I'll be focusing on our totemic friend, the shaman.
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Introduction
Basics
Race
Profession
Threat
Totems
Talents
Rotations
Buffs
Debuffs
Gear + Enchants
Comparison
AoE Tanking
Raid Composition
Raid Tanking Strats

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My intent and statement with this guide is not to upset anyone or downplay different classes but to bring to light a rarely talked about topic of the game. Nothing about what will be detailed in this guide is orthodox, many distinctive elements can be tied to other hybrid classes looking to stray away from the path of normality.

Every possible topic that comes to mind will be analyzed to answer any questions you might have. In the unfortunate situation a topic is not
addressed or poorly, please let me know. I expect the same amount of scrutiny from readers as I've put into writing this guide, so don't hold
back. Before moving on, a crucial subject needs to be brought to everyone's attention. For some players this will be old news, but for many
others players this will be a much needed revelation.

The topic of Viable and Optimal is a highly controversial topic as some people simply don't see the difference or mixed these words up and
often impose their own misguided philosophy onto it. To put it simply, Optimal is the most efficient and foolproof solution to solve a problem
that eliminates as many negative variables as possible and favors a more easy going route. Next, is Viable or often referred to as: possible,
which is often seen as the more challenging path to take but to many feels like a greater personal achievement.

With all of this in mind, where are shaman tanks placed? Shamans are classified under Viable and with each theorycrafter joining our ranks
and contributing their work, perhaps shamans could “feasibly” one day dethrone those braggadocious paladin tanks/bear tanks and reach a
theoretical semi-optimal spot. Many shaman tanks will agree their motivation or drive comes from the glory of accomplishing something the
the rest of the server population dares not even try. If this sounds like you, I encourage you to continue reading on. To restate my point, you
decide to go shaman tank if you want a challenge in an otherwise easy to clear raid. For example, Molten Core can be cleared without any
contention. If it wasn't made obvious before, shield bearing is a sizable undertaking. When experienced players pick up a shaman tank and
put in the effort, it shines tenfold. Nonetheless, your guild must also be experienced and prepared for a tempestuous task ahead.

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A Shaman in BiS Tanking Gear

You will often see experienced raiders from top guilds play as a restoration shaman in raid and build a tanking set while healing. Eventually,
they will transition into shaman tanking due to its extra challenge in an otherwise easy to clear content patch, they usually make the switch
after the initial rush to get world first on a boss or raid is claimed and the subsequent following content drought approaches. As I previously
stated it is not for the faint of heart, if you are brand spanking new to World Of Warcraft consider leveling up a ranged class, for example: a mage to get an adequate grasp of the PVE raids. All the while researching about tanking and talking to peers to get a feel for it and slowly transition to the world of shaman tanking. If you are a veteran of the game by all means start leveling that shaman.
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Let me put your fears to rest, shamans are fully capable of tanking 5mans, 10mans, off-tanking and even main-tanking a few raid bosses. Of course, as stated before, each form of tanking is heavily reliant on personal and guild experience. An important fact needs to be stated before moving on. A shaman's overall armor will never approach a warrior's armor mitigation. This results in a lower mitigation of physical damage. However, you compensate in other areas and provide some beneficial assets as well better threat output on single targets.

On this notion, pending any major weird coding or other factors, shaman tanks can do about the same threat as a protection talented warrior. But there is a drawback, many spells are mana intensive, so be prepared to farm some mana regenerative items before a raid. We share the most similarity with feral druid tanks as we don’t have a major block activating ability and rely on a assortment of stats. The next downside is the nature immunity of certain mobs and its burden on threat but don't worry there are solutions which will be explained in the upcoming sections. Outside of guild mates, establishing a reliable friend list of healers & dps is advised for getting buffs, consumables, etc... as they are more accustomed to the lesser known way of the shaman. In other situations, by all means, carrying a healing gear set when unsure of the group's competence is advisable.

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Races play a big part as we are grasping for any amount of extra efficiency possible. Unfortunately, shamans don't exist on the Alliance side, therefore, we are being relegated to spend our fighting days with the Horde. As for race, choose wisely as once the decision is made there is no going back. Some players might want to choose a certain race to assure the clearing of a specific boss or raid.
ImageTauren
https://classic.wowhead.com/spell=20583 ... resistance: Nature Resistance increased by 10.
https://classic.wowhead.com/spell=20549/war-stomp: After 0.5 sec, stun up to 5 enemies within 8 yds for 2 sec. (very good in dungeons)
https://classic.wowhead.com/spell=20550/endurance: Total Health increased by 5%.
https://classic.wowhead.com/spell=20552/cultivation: Herbalism skill increased by 15.

What does this mean?: Considered the most suited race for surviving long fights and ideally clearing ZG/AQ, which will be the first raids where difficulties will arise. The 5% hp is great and is inherently based on absolute hp, so it will scale with the amount of hp obtained from gear and world buffs. In regards to War Stomp, be cautious you cannot dodge, block, or parry while casting the spell. However, its overall usefulness outweigh this slight inconvenience. The 15 skill increase to Herbalism is also helpful and nothing to scoff at while leveling.
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Troll
https://classic.wowhead.com/spell=20558 ... ialization / https://classic.wowhead.com/spell=26290 ... ialization: Increases chance to hit with bow and thrown while increasing damage.
https://classic.wowhead.com/spell=20557/beast-slaying: Whether it be physical or magical, all damage against creatures categorised as Beasts is bolstered by 5%.
https://classic.wowhead.com/spell=20555/regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat.
https://classic.wowhead.com/spell=20554/berserking: Increases your spell casting and attack speed by 10% to 25%. At full health the speed increase is 10% with...

What does this mean?: The race focusing on dealing threat instead of anything else. Generally, threat is not problematic, if you glaringly foresee having threat issues, than I unquestionably advocate for troll above all other races. Their "Regeneration" racial is insignificant even with a lot of spirit. Troll will especially deal a lot of threat on "Beast" bosses, ex: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc...
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Orc
https://classic.wowhead.com/spell=20574 ... ialization: Increase chance to hit with one handed and two handed axes and increases damage done with them.
https://classic.wowhead.com/spell=20572/blood-fury: Increases base melee attack power by 25% for 15 sec & reduces healing effects on you by 50% for 25 sec...
https://classic.wowhead.com/spell=20573/hardiness: Chance to resist Stun effects increased by an additional 25%. (Sadly, will rarely if ever see any usage in PvE)
https://classic.wowhead.com/spell=20575/command: Physical & magical damage dealt by Hunter and Warlock pets is improved by 5%. (Shamans don't have pets)

What does this mean?: Orc sadly fall short in survival & threat aspects. Akin to the troll, orc's focal point is threat. However, they're seen as a more riskier race option considering the -50% to healing from Blood Fury, which is detrimental to non-attentive healers. In conclusion, they plunge too deep into the situational category to be justified.
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Herbalism
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Alchemy
While leveling, select Herbalism & Alchemy. Herbalism provides reagents for Alchemy and a source of gold for our eventual endgame professions. The goal is to gather a large supply of gold and a bank full of potions the raid might need, for ex: https://classic.wowhead.com/item=13510. A valid case can be made for having a lvl 5 character in a major city to disenchant unwanted items through mail and store items at a bank for later use.
 
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Engineering
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Alchemy
Afterwards abandon Herbalism and go for the late game profession, Engineering. In order to scoop up a few useful tools, such as: https://classic.wowhead.com/item=10725, https://classic.wowhead.com/item=10646 among many other gadgets.
Note: If you plan to raid tank, I suggest Enchanting to obtain https://classic.wowhead.com/item=11811 and drop it.

Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that don't require any mana to use. Lastly, cooking has https://classic.wowhead.com/item=12217/ ... eath-chili a sheer delight as it not only scales with spell damage but also alongside the trinket: https://classic.wowhead.com/item=16022/ ... dragonling and its fire increasing debuff: https://classic.wowhead.com/spell=16536. This debuff scales with Goblin Sapper charge as well. All these items nicely combine into a decent boost in threat. Contrary to popular belief, Dragonbreath Chili does stack with another food buff.
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Because a plethora of questions surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's words about how gaining aggro on a mob and overall threat functions in World of Warcraft. I highly suggest reading it.

Now, let's examine shaman tank threat. They're on another tier when it comes to outputting threat, but demand a lot of dedication comparably to the more laxed protection warrior. With proper optimization, their threat is nearly equal to a pure protection warrior and in some situations just shy of a druid tank. Of course, the shorter a fight, the better, since a shaman can freely throw mana around without going out of mana as fast. Resulting in more dependable damage being dished out and correlates into predictable threat. So without further ado, let me demonstrate how to get creatures more mad at you than unusual.
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is first as it deal a high amount of threat because of its 2x damage threat modifier. The downside is nature damage is burdened on three fronts: no warlock curses bolster it, a spell coefficient of 40.71% of the caster's spell damage and some raid content is somewhat resistant to nature. Lastly, downranking our spells is crucial in tanking to be cost-effective.

  • Rank1 Earth Shock is mainly incorporated in combat to interrupt spells all the while preserving mana.
  • Rank5 is a normal threat increase and very mana efficient. Shamans might often use it, if a group has many warriors or warlocks.
  • Rank7 deals the most threat. It's a luxury and usually used in raid tanking once adequately geared.

Anything resembling an elemental (noticeable in MC) will have a high resistance to nature damage. All the Dragons of Nightmare are also immune to nature damage or tend to have the same high resistance to nature as to fire. The same applies for some creatures in: AQ, ZG and Naxx. Basically, if an environment has a disease or poison theme, expect nature damage to be hampered. Here's a chart to better explain the notion. Don't fret, items exist to counter this damage dampening downside, ex: & the debuff from Thunderfury helps with Earth Shock's damage by reducing the target's nature resistance.
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is used against nature immune targets. Frost Shock or referred as "FS" doesn't consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent the lack of threat done against nature immune targets, which will be peppered throughout the upcoming topics.
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https://classic.wowhead.com/spell=16316 at rank7, is 72 threat per second on hit. With 2.6 speed weapon, each hit is: 2.6 * 72 = ~172 threat. Weapon speed won't matter, but haste does. Haste effects are wanted to counter nature defiant mobs & low percent chance to hit. Once at an auto attack DPS of ~140, Rockbiter isn't optimal, instead use https://classic.wowhead.com/spell=16362. Players use fast     daggers because of its higher chance to trigger the effect.
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https://classic.wowhead.com/spell=10432 or known as "LS" imposes conditions to be cost effective. Firstly, LS is on the GCD and shouldn't be casted over other spells, such as: Earth Shock so weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. Each charge of LS scales with 33% of total spell damage but can't crit.

  • Rank2 Lightning Shield can be indiscriminately casted in single and multiple target fights as part of a normal rotation.
  • Rank4 Lightning Shield with adequate gear and conventional raid buffs is cost efficient enough to periodically activate in a fight.
  • Rank7 Lightning Shield is a luxury and used in the pre-pulling phase or at discretion during short comprehensible fights.
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https://classic.wowhead.com/item=8956 might not seem like much but floats around fourth on the list. It will interrupt your swing timer but not trigger a GCD. It is undeniably good to use before a boss pull or against multiple mobs. Luckily, they can be bought on the Auction House or simply created through Alchemy with a profession skill of 220.
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https://classic.wowhead.com/spell=15208 or https://classic.wowhead.com/spell=10605 (depending on number of mobs) will be the first spells dealing threat on the target. Downranking isn't as harsh or compulsory since these spells are only casted upon engaging a boss.
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https://classic.wowhead.com/item=10646/ ... per-charge and similar bombs are great to generate additional threat and a definite must have against multiple mobs. The majority of explosives are created through engineering with the exception of the last two in the following list.


         Note: Not a bomb but https://classic.wowhead.com/item=13509/ ... f-foresigh (shares CD, ~250threat) an arcane spell is great versus fire resistant mobs.
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https://classic.wowhead.com/item=18253 & similar potions are global and .5x of the amount given. Health or mana effects cause no threat if at maximum capacity. Players on coherent fights will use a heal pot after Goblin Sapper Charge to deal a lot of threat. If you cast Mana Spring Totem it gives threat on each pulse. Below are Food/Consumables, in order of threat:

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https://classic.wowhead.com/spell=9910 is the highest damaging reflective effect. Typically, these type of buffs are great against many mobs but still have relevancy in single target scenarios. You can only have one reflective buff on you at a time with the exception: https://classic.wowhead.com/item=9088/gift-of-arthas (debuff causes threat). The second highest damaging reflective effect is: https://classic.wowhead.com/spell=11771.

Threat Diminishers

Aggro and threat from teammates is a daunting obstacle to tackle. Conveniently, there are ways for heavy hitting classes to reduce their threat. To begin with, ranged classes are highly adored because if they were to mistakenly get aggro, they are likely at that sweet 30-40yrd range, so it's easier to supervise. Also characters standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of threat diminishers or dumps in no particular order:

      Image Rogue are the best damage class at dealing with their threat because of their basic spell https://classic.wowhead.com/spell=25302 and wipe threat with https://classic.wowhead.com/spell=1857.
      Image Mage within the frost talent tree can reduce threat they deal passively with https://classic.wowhead.com/spell=12519 or the fire talent https://classic.wowhead.com/spell=12351.
      Image Druid who are mostly spend their time in cat form dealing damage can use the spell https://classic.wowhead.com/spell=16697. Healing druids may get https://classic.wowhead.com/spell=17122.
      Image Priest have two of the easiest threat reducers to acquire, within the discipline talent https://classic.wowhead.com/spell=14787 and the basic spell: https://classic.wowhead.com/spell=10942.
      Image Shaman within the restoration talent tree can obtain the passive talent: https://classic.wowhead.com/spell=29191 & the basic spell: https://classic.wowhead.com/spell=25908.

Items:

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We’ll be asking our shamanistic brothers from the restoration side to land a hand in optimizing totem utility, so be considerate and compliment each others strengths within the group. Each individual totem listed below is in order of importance per category. Keep in mind, there can only be one type of totem per shaman so having another totem slave in the group is welcomed.

      Earth
      http://classic.wowhead.com/spell=25361: A boost in attack power and thus threat. Optimally, put by another shaman with https://classic.wowhead.com/spell=16295.
      http://classic.wowhead.com/spell=10408: Gives melee damage mitigation and is put by us or another shaman who has: https://classic.wowhead.com/spell=16293 in the group.
      http://classic.wowhead.com/spell=10428: Deals ~230 threat each pulse. Great for AoE tanking a pack of mobs.
      http://classic.wowhead.com/spell=2484: A tool for kiting/running possible unbound trash in an instance.
      http://classic.wowhead.com/spell=8143: Mainly a situational totem to use when a boss encounter has fear, charm and sleep mechanics.

      Fire
      http://classic.wowhead.com/spell=10479: Beneficial for fights involving high doses of frost damage.
      http://classic.wowhead.com/spell=11315: Ideal for bursting down low hp adds on encounters.
      http://classic.wowhead.com/spell=10438: Damage totems are costly during a fight since they don't grant threat. Fire totems crit & scale with spell damage.
      http://classic.wowhead.com/spell=10587: Good for AoE. Can aggro and survive a melee hit from a loose mob within a pack you don't have aggro on yet.
      http://classic.wowhead.com/spell=16387: Sadly, it places a weak temporary weapon enchant and rarely if ever sees any relevance.

      Air
      http://classic.wowhead.com/spell=25359: Gives 4% dodge and agility is welcomed by others. Optimally put, by a shaman with https://classic.wowhead.com/spell=16295.
      http://classic.wowhead.com/spell=10601: Advantageous for fights involving high doses of nature damage, such as in: Ahn’Qiraj and Zul'Gurub.
      http://classic.wowhead.com/spell=25908: Every raid group has a fellow totem putting down this totem, avoid dropping in the tank group within a raid.
      http://classic.wowhead.com/spell=8177: Useful for redirecting ranged spells from susceptible mobs and bosses.
      http://classic.wowhead.com/spell=15112: Unfortunately, it does not benefit us but it's appreciated by others.
      http://classic.wowhead.com/spell=10614: No benefit for us, since we already have a temporary weapon enchant in the form of Rockbiter. But helps others.

      Water
      http://classic.wowhead.com/spell=10497: Optimally, put by a shaman with: https://classic.wowhead.com/spell=16208. The only totem capable of giving us threat.
      http://classic.wowhead.com/spell=10463: Typically, used if Mana Spring Totem is put by another shaman. Healing Spring Totem can't generate threat.
      http://classic.wowhead.com/spell=8166: Indispensable on fights with high poison output, ex: AQ bosses.
      https://classic.wowhead.com/spell=10538 ... ance-totem: Pragmatic for fights involving high amounts of fire damage, ex MC.
      http://classic.wowhead.com/spell=8170: Unfortunately, rarely sees the light of day.

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Naturally, if you are only doing dungeons the road ahead is much easier and there's more freedom to move talent points around. However, raid tanking is rigid and follows strict guidelines in order to be effective. These two talent setups assume you're in a serious guild or raids who are confidently clearing instances.
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"The Basic"
16/35/0
https://classicdb.ch/?talent#hiczL0oZVV00Exut
The default talent build centered around this guide. If you're against a purely physical damage dealing boss then points can be withdrawn from https://classic.wowhead.com/spell=28998 ... al-warding and placed in https://classic.wowhead.com/spell=16112/convection.
 
Detailed ExplanationShow

No points in https://classic.wowhead.com/spell=16198 ... s-guidance, is hit not needed?
The threat from Nature's Guidance is incomparable to the plethora of threat increasing talents in the Elemental talent section. Finally, shamans can equip daggers, which attack fast and compensate for a low hit chance.
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"The AoE"
23/28/0
https://classicdb.ch/?talent#hE0zVchoZVV00Exzb
Generally, used in a raiding environment for tanking multiple targets. It uses Chain Lightning alongside http://classic.wowhead.com/spell=29065 to deal threat. Against more than three targets a different play-style is employed, read up on the subject with the link below.

Learn More about AoE Tanking...

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First, on the list is a simple dungeon tank rotation and we’ll be presuming the boss fight is simple.

  • Pre-pull: Cast Lightning Shield Rank7. Next, make sure all possible buffs are on you and on their maximum duration. Next, place the appropriate totems. Lastly, if it hasn't been done yet, install the addon: KTM Threat, which displays the list of members and their threat. I can't stress how much a scenario goes from peaceful to chaotic in the blink of an eye, so watch KTM at all times. At any moment, you need to be confident of the fitting Earth Shock rank to use, healers will be grateful.

  • Pulling: Cast Rank10 Lightning Shield or Rank4 Chain Lightning, followed by a Rank7 Earth Shock. Bearing all goes smoothly, proceed with a Rank5 Earth Shock and turn the boss away from the group. If the boss suddenly targets a member or drops aggro due to a unique mechanic, lob a Rank7 Earth Shock to effectively redirect the boss to you. For foreseeable threat problems refer to Threat Management.
Secondly is a complex rotation mainly for raid tanking, it yields unbelievable results but requires good gear, buffs, etc... Naturally, if you can't perform every single action below don't get discouraged, its mostly to showcase the maximum potential possible.

  • Pre-pull: Cast Rank7 Lightning Shield.
    Place https://classic.wowhead.com/spell=5730 in front of you & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss hits it)
    Place Mana Spring Totem. Activate Oil of immolation.
 
Note: Versus nature immune bosses, to pull: use https://classic.wowhead.com/item=1399 (equip spell damage weapon). After, follow the healing-threat tactic above & cast Lesser Healing Wave as much as possible until the boss is at melee range than Frost Shock.

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Prioritize collecting Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Because of duties of an off-tank or known as "OT", less damage is taken, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. Let's highlight a few important facts about buffs. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
Threat Increasing BuffsShow
Threat Increasing Buffs

      http://classic.wowhead.com/spell=22888: +140 Attack power, +10% spell crit & +5% melee.
      https://classic.wowhead.com/item=10716: Used before a boss fight. (can backfire increasing group’s attack power for 20secs)
      https://classic.wowhead.com/spell=22817: +200 Attack Power for 2hours. Originates from Dire Maul.
      http://classic.wowhead.com/spell=19506: +50 Attack power.
      http://classic.wowhead.com/spell=25289: (Improved by https://classic.wowhead.com/item-set=21 ... r-of-wrath (3/3) tier set bonus)
      http://classic.wowhead.com/item=12460: +40 Attack power. (from repeatable Winterspring quest: https://classic.wowhead.com/quest=4806/frostmaul-eko)

      http://classic.wowhead.com/spell=23736: +10% Agility for 2hrs. From Darkmoon Faire.
      http://classic.wowhead.com/item=8412: +25 Agility. (from repeatable quest: https://classic.wowhead.com/quest=2586/ ... he-scorpok)
      http://classic.wowhead.com/item=13452: +25 Agility, +2% Melee Crit.
      http://classic.wowhead.com/spell=17013: +10 Agility for 30min. (from https://classic.wowhead.com/quest=5043/ ... ns-agility)
      http://classic.wowhead.com/spell=25359: +77 Agility (effect is increased by https://classic.wowhead.com/spell=16295 ... ing-totems)
      http://classic.wowhead.com/item=4546: +12 Agility for 30min. (non-repeatable quest reward item)
      http://classic.wowhead.com/item=13928: +10 Agility for 10min. (can't stack with other food buffs)

      http://classic.wowhead.com/spell=25361: +77 Strength. (effect increased by https://classic.wowhead.com/spell=16295 ... ing-totems)
      http://classic.wowhead.com/spell=16612: +10 Strength for 30min. (From repeatable quest https://classic.wowhead.com/quest=5042/ ... s-strength).

      http://classic.wowhead.com/item=22589: +2% spell crit to party members within 30 yards. (Can't stack with http://classic.wowhead.com/spell=24858)
      http://classic.wowhead.com/spell=22820: +3% Spell Crit for 2 hours. From Dire Maul.
      http://classic.wowhead.com/spell=24858: +3% Spell Crit.

      http://classic.wowhead.com/spell=7764: +10 Intellect for 30min. From repeatable quest https://classic.wowhead.com/quest=5044/ ... -agamaggan.
      http://classic.wowhead.com/item=13937: +20 Intellect.
      http://classic.wowhead.com/spell=10157: +31 Intellect.


      http://classic.wowhead.com/spell=10497: +10 mana every 2 sec. (Only causes threat if you cast it)
      http://classic.wowhead.com/item=20007: +12 mana per 5 sec. (regen effect doesn’t cause threat)
      http://classic.wowhead.com/spell=29166: Increases Mana regen by 400% for 20 sec.

      http://classic.wowhead.com/item=8956: Deals 50 Fire dmg to target within 5yds every 3 sec for 15 sec.
      http://classic.wowhead.com/spell=10432: (Scales with spell damage)
      http://classic.wowhead.com/spell=11841: Deals 5 Nature dmg to melee attackers.(from https://classic.wowhead.com/item=9492/e ... eactivator)
      http://classic.wowhead.com/item=11567: Deals 12 Nature dmg to melee attackers. (From repeatable quest & anyone can cast it on you)
      http://classic.wowhead.com/spell=11771: Deals 13 Fire dmg to melee attackers.
      http://classic.wowhead.com/spell=9910: Deals 18 Nature dmg to melee attackers. (Improved by https://classic.wowhead.com/item-set=20 ... on-raiment (3/3) tier set bonus )

      https://classic.wowhead.com/item=20749/ ... wizard-oil: On a swappable weapon for the pulling of a mob.
      https://classic.wowhead.com/item=23123/ ... wizard-oil: +60 spell damage against undead targets. (Ideal for Scholomance, Stratholme & Naxx.)

      https://classic.wowhead.com/spell=23768 ... -of-damage: +10% damage for 2hrs. (can't stack with other Dark Fortune buffs.)
      http://classic.wowhead.com/item=13512: +150 damage done by magical spells & effects for 2 hr. Only 1 flask effect can be active at a time.
      http://classic.wowhead.com/item=13454: +20 dmg dealt from spells & abilities.
      http://classic.wowhead.com/spell=29534: +5% damage to melee, range and spell damage dealt for 30min.
      http://classic.wowhead.com/spell=10060: The target receives +20% spell damage & healing for 15 sec.

      http://classic.wowhead.com/spell=15366: From repeatable quest https://classic.wowhead.com/quest=2523/ ... songflower in Felwood.
      http://classic.wowhead.com/item=17774: Triggering it and then un-equipping it will cause the effect to remain.
      http://classic.wowhead.com/spell=24425: +10% move speed, +15% all stats.
      http://classic.wowhead.com/spell=9885: +384 armor, +12 all attributes,+27 all resistance.

      http://classic.wowhead.com/item=21546: Increases spell fire damage by up to 40 for 30 min.
      http://classic.wowhead.com/spell=8733: Increases intellect and spirit by 5 and frost damage done by 15 for 1hour.
      http://classic.wowhead.com/item=17708: Increases spell frost damage by up to 15 for 30 min.

      http://classic.wowhead.com/item=12217: Often deals ~68 dmg at targets in melee. (scales with spell damage and fire increasing buffs)
Defensive Increasing BuffsShow
Defensive Increasing Buffs

      http://classic.wowhead.com/spell=23737: +10% Stamina for 2hrs. (from Darkmoon Faire).
      http://classic.wowhead.com/item=21023: +25 Stamina. (can’t stack w/other food buffs)
      http://classic.wowhead.com/item=21151: +15 Stamina. (From Booty Bay).
      http://classic.wowhead.com/spell=23948: +54 Stamina.
      http://classic.wowhead.com/spell=22818: +15% Stamina overall for 2hrs.
      http://classic.wowhead.com/item=20079: +50 Stamina, +50 spirit.
      http://classic.wowhead.com/spell=11767: +42 Stamina (effect increased by https://classic.wowhead.com/spell=18696/improved-imp)

      http://classic.wowhead.com/item=13510: +1200 Hp.
      https://classic.wowhead.com/spell=16609 ... s-blessing: +300 Hp, +15% Melee Haste, 10 mana every 5 seconds.
      http://classic.wowhead.com/item=3825: +120 Hp.
      http://classic.wowhead.com/spell=28744: From the (6/6) https://classic.wowhead.com/item-set=52 ... er-raiment tier set bonus.

      http://classic.wowhead.com/item=14557: (a nearby tank can activate it for you.)
      http://classic.wowhead.com/item=13455: +2000 Armor for 2min.
      http://classic.wowhead.com/item=13445: +450 Armor.
      http://classic.wowhead.com/spell=21163: +10% Armor for 10min. (from AV battleground)
      http://classic.wowhead.com/item=11564: +200 Armor. From repeatable quest in Un’Goro Crater. (can't stack w/Elixir of Superior Defense)
      http://classic.wowhead.com/spell=15363: Increases armor by 25% for 15 sec.

      http://classic.wowhead.com/spell=10901: Effect is improved by https://classic.wowhead.com/spell=14769 ... ord-shield.
      http://classic.wowhead.com/item=21625: (Healers can trigger its effect on you before a fight and swap it out for another trinket and the effect will remain)
      http://classic.wowhead.com/spell=28809: From the (4/4) https://classic.wowhead.com/item-set=52 ... s-of-faith tier set bonus.

      http://classic.wowhead.com/item=22192: +3% dodge for 30 min. (one time usable item)
      http://classic.wowhead.com/item=12459: +5% Dodge for 10 sec.

      https://classic.wowhead.com/spell=10463: Summons a totem for 1 min that heals group members within 20 yards for 14 every 2 seconds.
      http://classic.wowhead.com/spell=22010: From (8/8) https://classic.wowhead.com/item-set=21 ... nscendence tier set.
      http://classic.wowhead.com/spell=25299: Heal for 888 over 12 sec.
      http://classic.wowhead.com/spell=9858: Heal for 1064 over 21 sec.
      http://classic.wowhead.com/spell=25315: Heal for 970 damage over 15 sec.

      http://classic.wowhead.com/spell=10408: Reduce melee damage taken by 30. (effect bolstered by https://classic.wowhead.com/spell=16293/guardian-totems)
      http://classic.wowhead.com/spell=10174: Useful for magical heavy fights. (effect is bolstered by https://classic.wowhead.com/spell=12606 ... attunement).
      http://classic.wowhead.com/spell=10170: Useful for physically heavy fights. (effect is bolstered by https://classic.wowhead.com/spell=12606 ... attunement).
Resistance Specific Increasing BuffsShow
Resistance Increasing Buffs

      https://classic.wowhead.com/item=13457/ ... ion-potion: Absorbs 1950 to 3250 fire damage.
      https://classic.wowhead.com/spell=10538 ... ance-totem: +60 fire resistance.
      https://classic.wowhead.com/item=22682/frozen-rune: Absorbs 1500 to 2500 fire damage.
      https://classic.wowhead.com/item=12455/juju-ember: +15 fire resistance for 10 min.

      https://classic.wowhead.com/item=13456/ ... ion-potion: Absorbs 1950 to 3250 frost damage.
      https://classic.wowhead.com/spell=10479 ... ance-totem: +60 frost resistance.
      https://classic.wowhead.com/item=12457/juju-chill: +15 frost resistance for 10 min.

      https://classic.wowhead.com/item=13458/ ... ion-potion: Absorbs 1950 to 3250 nature damage.
      https://classic.wowhead.com/spell=10601 ... ance-totem: +60 nature resistance.

      https://classic.wowhead.com/item=13459/ ... ion-potion: Absorbs 1950 to 3250 shadow damage.
      https://classic.wowhead.com/item=1703/c ... lisk-spine: Increases Frost and Shadow resistance by 10 for 1 min.
      http://classic.wowhead.com/item=9088: +10 Shadow resistance for 30 min.
      https://classic.wowhead.com/spell=10958 ... protection: +30 Shadow resistance for 10 min.
Here's Realistic Buffs a shaman tank tends to have for raid tanking. Once well-geared, forgo heal over time buffs and get other buffs.
Mind Control Buffs

I wouldn't be thorough if I didn't mention the wonderful world of Mind Control buffing. It is possible for an alliance priest to use their basic shadow spell: http://classic.wowhead.com/spell=10912 or someone with the engineering to create and use the head slot item http://classic.wowhead.com/item=10726 against players of the opposing faction. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players log onto to their lvl 60 pallies and level 60 priests and stationed themselves near the raid entrance or zone for mind control buffing. It is also possible for a priest of any faction to Mind Control certain mobs which can be controlled to dish out beneficial buffs to all raid members. In order, to fully utilize the duration of these buffs, its advised to have warlock be ready for immediate summoning.
Mind Control BuffsShow
      http://classic.wowhead.com/spell=25899: (Will stack w/http://classic.wowhead.com/spell=10408).
      http://classic.wowhead.com/spell=25895: (can't stack w/http://classic.wowhead.com/spell=25908).
      http://classic.wowhead.com/spell=25918: (Will stack w/http://classic.wowhead.com/spell=10497).
      http://classic.wowhead.com/spell=25916: (can't stack w/http://classic.wowhead.com/spell=25361).
      http://classic.wowhead.com/spell=25898: +10% to all stats for 15 min.
      http://classic.wowhead.com/spell=20235: Possible once it expires to go outside to get re-buffed then enter the instance & summoned back to allies.

      BONUS: You can get http://classic.wowhead.com/spell=6346 from a dwarf priest and if survivability is secured https://classic.wowhead.com/spell=11717 ... cklessness from horde warlocks.

Mind Control Buffs from MobsShow
      http://classic.wowhead.com/spell=15288: Comes from Twilight Emissary in BRD, he increases the magical damage dealt by an ally by 25 for 30 min.
      http://classic.wowhead.com/spell=17175: From Scarlet Medic in Plaguelands, increases Arcane resistance by 78 for 1 hr. (tooltip assumes a lvl1 character)
      http://classic.wowhead.com/spell=15123: Scarshield Spellbinder in BRS, he increases an ally's Fire resistance by 81 for 1 hr. (tooltip assumes a lvl1 character)
      http://classic.wowhead.com/spell=16170: Gordok Mage-Lord in DM, increases an ally's attack speed by 60% for ONLY 30 sec. A great buff for threat generation.
      http://classic.wowhead.com/spell=6742: Hamhock in Stockades, increases an ally's attack speed by 30% for ONLY 30 sec.

Special Event Buffs

On an ending note for buffs, we can also get buffs from special events/holidays. An example, is The Midsummer Fire Festival a seasonal event that celebrates the hottest season of the year. It starts on the (earthly) northern summer solstice, and lasts about two weeks (mid-late June to early July, usually). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion that all feature some useful buffs for tanking. It is possible for the Love is in the Air Capital Gift Collection buffs to be stacked with each other, ask around to find out its exact limits. The following buffs are separated by their event.

Special Event BuffsShow

Midsummer Fire Festival (June 21 - July 5):
      http://classic.wowhead.com/spell=29235: Increases Stamina by 30 for 1 hour. (stack with the stamina buff above)
      http://classic.wowhead.com/item=23326: Increases damage done from spells by up to 23 for 1 hr.
      https://www.wowhead.com/spell=45444: 30% chance to deal 60 Fire dmg on any melee, ranged, or spell attack. (works outside only)
      http://classic.wowhead.com/item=23327: Improves your chance to hit by 2% for 1 hr.
      http://classic.wowhead.com/spell=29338: Increases critical strike percent and spell critical strike percent by 3% for 1 hr.

Love is in the Air (February 11 - February 16):
      http://classic.wowhead.com/item=22135: Increases Stamina by 30 for 1 hour.
      http://classic.wowhead.com/item=22132: Increases Stamina by 30 for 1 hour.
      http://classic.wowhead.com/item=22131: Increases Intellect by 30 for 1 hour.
      http://classic.wowhead.com/item=22134: Increases Intellect by 30 for 1 hour.
      http://classic.wowhead.com/item=22136: Increases Agility by 30 for 1 hour.
      http://classic.wowhead.com/item=22133: Increases Agility by 30 for 1 hour.
      http://classic.wowhead.com/item=22236: Increases Defense by 13 for 1 hr.
      http://classic.wowhead.com/item=22238: Increases damage done from spells by up to 23 for 1 hr.
      http://classic.wowhead.com/item=23435: Increases Defense by 13 for 1 hr.
      http://classic.wowhead.com/item=22237: Improves your chance to hit by 2% for 1 hr.

New Year's Eve (December 31st):
      http://classic.wowhead.com/spell=26035: +10% to all stats for 30min. (type /dance to a faction Reveler, ex: https://classic.wowhead.com/npc=15694/stormwind-reveler)

Lunar Festival (Jan 24 - Feb 7):
      http://classic.wowhead.com/spell=26393: All stats increased by 10% for 1hr.
      https://classic.wowhead.com/spell=26522 ... ed-by-npcK: +250 Health for 30 minutes. (Lunar Festival quest)

Wickerman Festival (October 18th - November 1st)
      http://classic.wowhead.com/spell=24705: Increase health & mana regeneration by 25% and Stamina by 25%.

Scourge Invasion (During the opening of Naxxramas)
      http://classic.wowhead.com/spell=28681: Increases all damage caused by 10% for 30 minutes.(Gained by killing all four Shadows of Doom)
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There can be a total of 16 debuffs applicable on a boss. Having as many debuffs on the boss as possible is of paramount importance to tanking. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank or talent improvement. The following debuffs are classified into sub-groups to better highlight their usefulness and showcase different options.

DebuffsShow
      http://classic.wowhead.com/spell=11717: - 290 armor but bolsters melee attack power by 45. Only 1 warlock curse can be active on any 1 target.
      http://classic.wowhead.com/spell=11198: Reduces target's armor per combo point. (might not stack with Sunder Armor but reduces more than Sunder Armor)
      http://classic.wowhead.com/spell=11597: Reduces armor by 450. Can be applied up to 5 times. Lasts 30 sec.
      http://classic.wowhead.com/item=12798: Reduces an enemy's armor by 200. Stacks up to 3 times.
      http://classic.wowhead.com/spell=9907: Reduces armor by 505 for 40 sec. While active, the target cannot stealth or go invisible.

      http://classic.wowhead.com/spell=17803 (Warlock): Shadow Bolt critical strikes increase Shadow damage dealt to the target by 20% until 4 non...
      http://classic.wowhead.com/spell=17937: Reduces Shadow & Arcane resistances by 75 & increasing Shadow and Arcane damage taken by 10%.
      http://classic.wowhead.com/spell=15334 (Priest): Shadow damage spells have a 100% chance to cause the target to be vulnerable to Shadow damage...

      http://classic.wowhead.com/item=13514: Preferably casted by healers, since it has a casting timer. (is affected by spell hit)
      http://classic.wowhead.com/spell=24977 (Druid): The enemy is swarmed by insects, reducing chance to hit by 2% & causing 324 Nature damage over 12 sec.

      http://classic.wowhead.com/item=19019: (can't stack w/https://classic.wowhead.com/spell=11581/thunder-clap)
      http://classic.wowhead.com/spell=11581: (can't stack w/Thunderfury.

      http://classic.wowhead.com/spell=12873: Mainly used to increase the damage of Fire totems, Dragonbreath Chili and Flame Shock (niche scenario).
      http://classic.wowhead.com/spell=16536 (Arcanite Dragonling): Mainly used to increase the damage of Fire totems, Dragonbreath Chili and Flame Shock (niche scenario).

      http://classic.wowhead.com/spell=11722: -75 resistance to Fire & Frost and increase Fire and Frost damage taken by 10%. Only 1 Curse per...
      http://classic.wowhead.com/spell=28595: Mainly used to increase the damage caused by Frost Shock.
      https://classic.wowhead.com/spell=17364/stormstrike: Gives an extra attack. Also, next 2 sources of Nature damage dealt are increased by 20%. Lasts 12 sec.

      http://classic.wowhead.com/item=9088: If a target strikes you, they have a 30% chance of being inflicted with a disease increasing taken by 8 for 3 min.
      http://classic.wowhead.com/item=19169: Spell damage taken by target increased by 15% for 5 sec.

      http://classic.wowhead.com/spell=11556: Effect is increased by https://classic.wowhead.com/spell=12879 ... zing-shout.
      http://classic.wowhead.com/spell=11708: Effect is increased by https://classic.wowhead.com/spell=18181 ... f-weakness.
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If unsure of guild/group performance, carry different focused gear sets: Stamina set, Dodge set & Armor set to accommodate any possible encounters. Certain pieces of gear from PvP through Honor Ranking is beneficial for us and remains the best forever but demand a tremendous amount of Honor grinding. Weapon-wise, it's common in combat to swap to a damage oriented weapon or known as "threat weapons" to bolster threat.

Down below is a Gear Spreadsheet, which displays gear progression & multiple gearing options for your needs:
Gear SpreadsheetShow
Raw Link: https://docs.google.com/spreadsheets/d/ ... sp=sharing

Note: An item of notable value to shaman tanking is: http://classic.wowhead.com/item=21685 This trinket can be activated before a boss fight and swapped out for another item and its effect will remain, these valuable types of items are referred to as "Pre-Activated Items". These items are very situational and not included in the Gear Spreadsheet above. However, some will be listed below.

http://classic.wowhead.com/item=21326: Can be swapped out... lasts 40 sec, will heal if caster is below 50%.
http://classic.wowhead.com/item=21685: Can be swapped... great against bosses that cast magical spells.

Down below are Best in Slot gear sets by Phase focused on defensive aspects, see the above Gear Spreadsheet for threat related gear:
BiS Defensive Gear Sets by PhaseShow

Down below is an explanation of Gear Set Categories and their differences:
Gear Set CategoriesShow
- Armor set: Ideal versus mobs dealing high amounts of physical damage.
- Stamina set: Usually, it's advised to have a balance of armor and stamina, a mainly focused stamina set is ideal for magic dealing mobs.
- Agility set: A luxurious set as it assumes your defensive notions are somewhat met with healers feeling comfortable and you're looking to increase threat through non-mana ways.
- Crit/AP set: Similar with the above, but all defensive notions are presumably satisfied and additional threat is the only goal.
- Intellect/Spell Damage set: An extremely luxurious situation, more threat is the goal and mana is abundant enough to cast max rank threat spells. A common set used in very experienced guilds.
Enchants

Similar to gear, enchants must be tailored against the specific boss you will be facing. To avoid constantly having to re-enchant a piece of gear to tailor to a specific boss fights, have different versions of ced gear in the bank or backpack to save on time and money. Allies can also help us, by enchanting their own cloak with http://classic.wowhead.com/item=20735.

Down below is an Enchant Spreadsheet suited for our tanking duties:
Enchant SpreadsheetShow


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A full BIS and buffed shaman will be the closest in stats to approach a feral bear tank, let's take an in-depth look at the stats to see the differences. As a guideline, the Example Druid Tank below is BIS/buffed and able to clear most raid bosses in the game without a problem. A shaman like other tanks tailors his gear in accordance with the boss he will be facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in high-end raids.

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Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.

Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat will depend on gear, boss mechanics, etc... But in general, the current standing of tanks that can do the most threat are:
      1. Feral Druid/Warrior.
      2. Paladin/Enh Shaman.
      3. Dem warlock.
      4. Priest tanks.

AoE Tanking

Now that we've approach the majority of topics surrounding shaman tanking and learned a few things along the way let's talk about AoE tanking. Although I slightly brought up the topic in "Talents". Let's explore it further. Dungeon AoE doesn't need too much catering but I'll expand on how to improve it if you encounter problems.

Versus 3 Targets or less & Dungeon AoE Tanking: Versus +3 Targets:
  • Mostly performed in raids, dealing threat to more than 3 targets means the use of healing spells. Healing can either be done on yourself or on a warlock who https://classic.wowhead.com/spell=11689 or a combination of both. With a more coordinated group, it's possible to heal certain designated players as they "stand in fire". Another way for players to self-inflict damage is https://classic.wowhead.com/item=12662 or Goblin Sapper Charge. It's common to equip a weapon with healing attributes, ex: https://classic.wowhead.com/item=23056 and incorporate previously seen AoE-like effects.

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Raid composition differs with each boss but its considered an acquired technique that develops over time and reflects the playstyle of a guild or raid. The following image is an example raid comp with a few minor exceptions that differ from the norm. This image is by no means the perfect raid comp since raid comps drastically fluctuate along side: content patch, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp that caters to your needs without overstepping. A decent raid will always make sure that every group has a Tranquil Air Totem enforced by restoration shamans.

Image

Raid Composition BreakdownShow
  • Discipline priest with experience and ease of mind may occasionally throw a http://classic.wowhead.com/spell=10060 on a shaman tank during the pull phase to help the tank gain a larger amount of threat.
  • In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on http://classic.wowhead.com/spell=25908. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman.
  • In (Group 7): A mage could be replaced by a shadow weaving healing priest.
  • In (Group 8): Traditionally, mages tend to switch to Fire Specialization after AQ, however, keeping a single mage as Frost with the talent http://classic.wowhead.com/spell=28595 is advisable.
Raid Tanking Strats

By no means are raids an easy task. It won't come as a surprise that, as new content is released the previous content is more approachable. This section will explore Raid Tanking strategies and assumes you are going the extra mile and have carefully read everything detailed in this guide.

Onyxia
Onyxia is the only boss of Onyxia's Lair located in southern Dustwallow Marsh and is the shortest raid in Classic WoW. Players must have https://classic.wowhead.com/item=16309/drakefire-amulet with them to enter the raid. The Drakefire Amulet must be in your bags, not bank, in order for you to gain access to her lair. Upon entering the raid you should have: https://classic.wowhead.com/item=18376/timeworn-mace or at the very least http://classic.wowhead.com/item=18683 and otherwise be decently geared (refer to Gear). As we looked at in Talents, the 21/30/0 talent setup is typically used in raids.


Molten Core
MC will be the second Raid available at your fingertips but won't be a problem as long as you come prepared.

  • Lucifron: A fairly standard fight. It's common to have a gear set focused on acquiring as much armor and stamina as possible. Very well geared players (refer to Gear) who rarely go below 70% health and don't cause stress on healers at all, can incrementally implement gear that focuses slightly more on Agility rather than Armor. This switch from Defensive related stats to Threat related stats also applies to Buffs and is a general rule when it comes to tanking.

    Image
    - Notable gear to roll on: http://classic.wowhead.com/item=18879





  • Golemagg: You need four tanks, two for the boss and two for the Core Hounds. Keep the boss in the middle of the room where he starts, but pull the Core Hounds away from him back and to the sides of the room. Face the Core Hounds away from the raid, into a wall. Have a Hunter help pull the Core Hounds to each tank at the start of the pull to make it easier. The two tanks on the boss should swap based on Magma Splash stacks. Whichever tank is not currently tanking needs to not be hitting Golemagg the Incinerator at all.

    Image
    - Notable gear to roll on: https://classic.wowhead.com/item=18842 (used in the pulling of the boss w/Lightning Bolt and unequipped after)





Blackwing Lair
Blackwing Lair can be found at the very height of Blackrock Spire and is a 40-man raid instance.

  • Razorgore the Untamed: This encounter is very unique, requiring players to mind control Razorgore via the Orb of Domination located within the left-side of Razorgore's room, and using the Black Dragon to destroy the eggs. In terms of what we do as a tank it's a fairly standard fight. Equipping a gear set focused on Armor and stamina is highly suggested.

    - Notable gear to roll on: https://classic.wowhead.com/item=19335/spineshatter.






  • Chromaggus: Chromaggus is special in the fact that he uses attacks that belong to all dragonflights, not just Black. Chromaggus has a total of five possible breath attacks, but only uses two at a time. These attacks are decided when the instance is first created, and they persist up to the end of the raiding week. The possible breathes are:
    • Incinerate (Red): Deals high Fire damage (around 3-4k).
      Corrosive Acid (Green): Leaves a DOT on the target and reduces armor for the duration of the DOT.
      Frost Burn (Blue): Deals low Frost damage and heavily reduces attack speed for a few seconds.
      Ignite Flesh (Black): Deals low Fire damage for a minute. This effect can stack.
      Time Lapse (Bronze): Stuns for 6 seconds, leaves a player with half health, and reduces their threat permanently.
    In addition, Chromaggus will constantly affect players with five different debuffs, one of each type of dispellable school, and one that is only removed with an item from Blackwing Lair trash. These debuffs must be dispelled as soon as possible by all classes that can dispell them.
    • Brood Affliction: Red: Disease. 50 Fire damage every three seconds. Heals Chromaggus on death.
      Brood Affliction: Green: Poison. Healing reduced by 50%, 250 Nature damage every 5 seconds.
      Brood Affliction: Blue: Magic. Movement slowed by 70%. Casting speed reduced by 50%. 50 mana and 1 health drained per second.
      Brood Affliction: Black: Curse. Fire Damage increased by 100%.
      Brood Affliction: Bronze: 4 second stun at random intervals for 10 minutes. Can only be removed with https://classic.wowhead.com/item=19183/hourglass-sand, looted from trash mobs in Blackwing Lair.

    - Notable gear to roll on: https://classic.wowhead.com/item=19386/ ... aded-cloak, https://classic.wowhead.com/item=19347/ ... chromaggus, https://classic.wowhead.com/item=19349/ ... ed-bulwark and https://classic.wowhead.com/item=16945/ ... ten-storms.




Thanks for reading!


I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord: https://discordapp.com/invite/GYF3uNf and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.

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Nice read. I love the thought off non-cookie cutter builds. Lot's of undefined items/spells for me, will read it through once more when the undefined is fixed. ̶B̶y̶ ̶t̶h̶e̶ ̶w̶a̶y̶,̶ ̶w̶h̶a̶t̶ ̶i̶s̶ ̶W̶e̶a̶v̶e̶r̶ ̶P̶r̶i̶e̶s̶t̶?̶ Edit: Shadow weaving, I get it now.

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Paladin

This is a great guide, very interesting!

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Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?

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It is definitely something I will work towards on the side, possibly to help dungeon groups if there are no other tanks around, because I think it could prove a lot of fun. Great guide!

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This looks amazing! Currently at work, so I don't have the time currently to read it entirely, but I'm really curious. Will definitely read later!

Good job!

Mulgore
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Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream :-) Shaman ALT incoming for sure!

Ish-ne-alo por-ah (May the days ahead be guided by the elders of long ago)


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  • Fendor - Tauren Shaman
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What's interesting is the last time I played and leveled in Vanlla, me and my 5 man group experimented with double tank comps in certain dungeons that had really tough pulls, and it was too much damage for one tank to take. Maybe this only works if you have a druid healer with strong HoTs, but it was me (a bear druid) and the other guy was a prot warrior. And it worked really really well, clearing packs that we wiped on previously.

So I'd be curious if this kind of shaman build would be viable for 5 mans. It would do more damage than a prot warrior and give buffs to the rest of the party. But maybe double tank in 5 mans is just dumb, and even if it isn't, a druid healer is the only thing that makes it viable.

So yeah, that's a long-winded way of saying this seems super cool, and it's clear that Blizzard at least thought about enhancement being a tank spec to mirror protection, but the only place I can see this working, especially at low gear levels, is in 5 man content. I feel like without this god-tier gear shown in the guide, this entire gimmick just falls apart.

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fendor wrote:
1 year ago
Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream :-) Shaman ALT incoming for sure!
See my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.

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Undercity
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I have been waiting for this for ages, finally a good & detailed guide for Shaman Tanking.
Something interesting to read when I am bored at work :)
Thanks @Devner

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Ashenvale
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Devner wrote:
1 year ago
A valid case can be made for also having a lvl 1 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use.
Pardon me if I'm wrong, but isn't there a level 5 requirement to get professions such as enchanting?

Aside from that, I'm quite impressed! A lovely guide! :biggrin:

Badlands
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Gensei wrote:
1 year ago
fendor wrote:
1 year ago
Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream :-) Shaman ALT incoming for sure!
See my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.
@Gensei Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

Have a nice day :mrgreen:

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Badlands
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Nymis wrote:
1 year ago
Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?
@Nymis Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

Have a nice day :mrgreen:

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Devner wrote:
1 year ago
Nymis wrote:
1 year ago
Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?
@Nymis Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

Have a nice day :mrgreen:
Yeah, that's fair, it's just that I can't seem to find a single video of that or any proof of it happening, private server or otherwise - in anything other than a dungeon setting. Maybe it's just me not looking long enough but I find it hard to believe this actually happened without some proof.

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Devner wrote:
1 year ago

      Place a Mana Spring Totem (it gives threat to you)
Mana Spring Totem isn't supposed to cause threat.

https://web.archive.org/web/20070105001 ... kenco2.php
"for example mana from Blessing of Wisdom or a Mana Spring totem doesnt cause threat"

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Devner wrote:
1 year ago
Gensei wrote:
1 year ago
fendor wrote:
1 year ago
Before even reading: thank you. I dreamed about a guide like this. I tried so many time to do a leveling shaman to tank some dungeons here and there (no raiding in my goals) and usually hitted a wall with people not wanting me as a tank. This guide will only reinforce my dream :-) Shaman ALT incoming for sure!
See my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.
@Gensei Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

Have a nice day :mrgreen:
Do you have a gear list of what you were using in MC?

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I have no time to read right now, but well definitely look into this as I'm probably going to main a Shaman in Classic! Thanks 1000x!!!

The Barrens
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For anyone wondering, none of this is even remotely necessary to tank 5-mans or even early raids. For much of the game, Shaman threat exceeds that of Warriors rather effortlessly, and their survivability isn't as much of an issue as you might expect. Don't feel as though this is something you have to wait until AQ40/Naxx BIS before hoping to attempt, as you can (and honestly should) start collecting tank gear as early on as possible and be prepared to fill the role when needed throughout your leveling journey.

Nymis wrote:
1 year ago
Devner wrote:
1 year ago
Nymis wrote:
1 year ago
Interesting guide but has this ever been attempted in a raid or is it just for dungeons at best?
@Nymis Shamans tanking has grown tremendously since Vanilla. They can tank the majority of raid bosses out there. I was capable of reaching AQ, just before the server I was playing on was closed. Keep in mind, I was not using special event buffs. With these buffs, I would confidently see myself tanking NAXX.

Have a nice day :mrgreen:
Yeah, that's fair, it's just that I can't seem to find a single video of that or any proof of it happening, private server or otherwise - in anything other than a dungeon setting. Maybe it's just me not looking long enough but I find it hard to believe this actually happened without some proof.

Here's a video of my guild's third Vael kill. There's no footage of the first one, so you'll have to take my word for it when I say I was the first tank on that as well. ZG was open prior to BWL on the server, but I used no gear from it on this fight.

I've tanked every leveling 5-man at the appropriate level as well as each 60 dungeon, UBRS included, significantly undergeared (I repeated this on The Rebirth as well as Kronos 2, with comparable success). I've also offtanked MC, BWL and ZG progression, sometimes main tanking fights where the extra threat generation could be taken advantage of. I'm also a huge slacker and cut lots of corners. I can personally answer any questions about the viability of progression tanking at those stages, beyond which I don't know enough to really comment on.

I'm also new to this forum; saw a Shaman tanking thread and couldn't help myself.
Cool stuff btw OP. :mrgreen:

   teebling Selexin
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1 year ago (Beta)
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I can't believe what I just read, I'm into this kind of shit.

Rinku < the Druid > - For the HORDE - Gehennas, EU
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11 months ago (Beta)
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Hello Caperfin!

Amazing guide; I've read this over a few times and come back often in my theorycrafting for my own build, where I want to find a balance between tanking, PvP and DPS (Totem Twisting, Nightfall bot, probably).

I am wondering about the importance of the talent Toughness, specifically versus Weapon Mastery.

I imagine that Weapon Mastery is quite good for PvP, and will help with threat generation during tanking, but I would be forgoing Toughness for this, which means lowering my EHP.

Is Toughness' mitigation percentage substancial overall?

I am playing around with a few builds right now, so I don't have just one to link for context, but the essence of my dilemma is written above.

Thank you for the marvelous guide!

The Barrens
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11 months ago (Beta)
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abyss wrote:
11 months ago
Hello Caperfin!

Amazing guide; I've read this over a few times and come back often in my theorycrafting for my own build, where I want to find a balance between tanking, PvP and DPS (Totem Twisting, Nightfall bot, probably).

I am wondering about the importance of the talent Toughness, specifically versus Weapon Mastery.

I imagine that Weapon Mastery is quite good for PvP, and will help with threat generation during tanking, but I would be forgoing Toughness for this, which means lowering my EHP.

Is Toughness' mitigation percentage substancial overall?

I am playing around with a few builds right now, so I don't have just one to link for context, but the essence of my dilemma is written above.

Thank you for the marvelous guide!
When you need to compromise but have your sights set on tanking and PvP, Toughness > Weapon Mastery.

Weapon Mastery is mainly important for DPSing since it's a 10% damage increase to your white hits, which is all you'd really be using in a raid setting. For holding aggro, white hits could make up anywhere from 20-50% of your threat generation depending on how much earth shocking you're doing (the far end of that spectrum being literally none), which means a 2-5% increase overall for 5 talent points. You'd get more bang for your buck with a really strong weapon from BWL and later when the weapon damage starts to outweigh the invisible additive from Rockbiter, but it's still not enough to warrant losing all that extra armor. The extra mitigation from Toughness is a huge deal considering survivability is your main weakness relative to other tanking classes.

PvP Enhance is kind of a meme, and when you're getting those triple Windfury crits, your target is dead anyway so that extra 10% would be overkill. Yeah you're not always getting Windfury procs, but your basic melee swing feels like it might as well be doing zero damage so you won't ever notice that teensy increase.

   abyss
Badlands
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9 months ago (1.13.2)
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I am slowly updating the guide to reflect Classic. If there is anything I forgot or something doesn't stack, scale, etc... please let me know.

   teebling abyss
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9 months ago (1.13.2)
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Woohoo, Thanks Caperfin, tell us when complete!

Which parts have to be changed?

Badlands
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9 months ago (1.13.2)
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eKyNoX wrote:
9 months ago
Woohoo, Thanks Caperfin, tell us when complete!

Which parts have to be changed?
I need to confirm the following:
if https://classic.wowhead.com/item=12641/ ... rable-mail effect can be clicked off.
The threat generated by Rockbiter at max rank (not as easy as it sounds).
Apparently Dragon Breath Chili will stacks with food buffs, if you eat Chili after?
Debuff priority of http://classic.wowhead.com/item=13514 and how much threat it deals?
The behaviour behind https://classic.wowhead.com/item=13506/ ... rification. Is like BoP, but can it be clicked off?
The threat caused by the buff: Eye of the storm, Elemental Focus, Lightning Shield, Flurry and https://classic.wowhead.com/spell=20554/berserking.
The threat caused by the buff http://classic.wowhead.com/item=13937, https://classic.wowhead.com/item=8956 and https://classic.wowhead.com/item=17774.
The threat caused by https://classic.wowhead.com/item=11564/crystal-ward and https://classic.wowhead.com/item=11567/crystal-spire and if it resets swing timer and if spamming it continue to generate threat?
(Phase5) The behaviour of http://classic.wowhead.com/item=21946 and the threat caused by its buff.
Behaviour of https://classic.wowhead.com/item=4397/g ... ing-device (can you drop combat in-between boss combat pulse, if timed properly?)

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