
by Caperfin • 29th January 2020
About Author
Let's begin!

Basics
Race
Profession
Threat
Totems
Talents
Rotations
Buffs
Debuffs
Gear + Enchants
Comparison
AoE Tanking
Raid Composition
Raid Tanking Strats
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.

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.

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.

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.
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.
Troll
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...
Orc
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.

Herbalism
Alchemy
Engineering
Alchemy
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.

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.
- 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.
- 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.
- https://classic.wowhead.com/item=10646/ ... per-charge the highest threat generating explosive and instant cast. (shares a 1min cooldown with other bombs)
- https://classic.wowhead.com/item=16005 requires standing still and a 1 sec cast.
- https://classic.wowhead.com/item=11566 can be cast while moving. Both this bomb and the above bomb are usable before Sapper is off its 5min CD.
- https://classic.wowhead.com/item=18253 is the highest threat generator when it comes to regenerative items but it can be expensive.
- https://classic.wowhead.com/item=19013 is given to us by a warlock.
- https://classic.wowhead.com/item=13444 drops throughout the world quite often. (Shares a cooldown with the above item)
- https://classic.wowhead.com/item=12662 / https://classic.wowhead.com/item=20520 (Shares a cooldown with the below items)
- https://classic.wowhead.com/item=11952 Easy to acquire a large amount, so place them in the bank.
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:
Items:
- http://classic.wowhead.com/item=20735: Simple enchant for raid members who regularly produce too much threat.
- https://classic.wowhead.com/item=3387 prevents aggro gain during its effect (suggested for fury warriors & warlocks)
- https://classic.wowhead.com/item=13506/ ... rification removes aggro & the buff can be clicked off. (STILL being tested) The guide will continue without considering it as a key component to tanking.
- http://classic.wowhead.com/item=21647 & https://classic.wowhead.com/item=23001: only available in the later portions of the game (AQ/Naxx)

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.

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. The last two talent setups assume you're in a serious guild who are confidently clearing raids.

14/37/0
https://tinyurl.com/v6ng6tv
The default talent build centered around this guide, seen as the safest to pursue and viewed as a preliminary starter pack into the world of tanking 5mans/10mans/pre-raids. Highly, suggested if you are unsure of an upcoming boss fight or still in the learning phase of tanking. If you need faster threat generation, withdraw 3 points from http://classic.wowhead.com/spell=16112 and place them in http://classic.wowhead.com/spell=16116.
https://classic.wowhead.com/spell=17489 ... -knowledge over https://classic.wowhead.com/spell=16301 ... ialization?
Shamans are not known to block often and mitigation is not a hard hurdle to surpass unlike threat, which is increased in a roundabout way through mana.
No points in https://classic.wowhead.com/spell=16198 ... s-guidance, is hit not needed?
As stated before, this talent setup is versus mobs at the same level as you or very close (5man, pre-raids). Therefore, increasing hit is not a necessity. Also, 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.
Can I put a point in https://classic.wowhead.com/spell=16269 ... -and-maces?
Yes, simply withdraw a point from https://classic.wowhead.com/spell=16295 ... ing-totems. Allowing you to play the DPS role without sacrificing much.
Is there a talent route for leveling as a shaman tank in dungeons?
Yes. https://tinyurl.com/y2y93doy This assumes JUST dungeon leveling.

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...

21/30/0
https://tinyurl.com/stlrk7a
The complex way of the shaman common for raid tanking. Not only is it the highest threat inducing setup but also the solution to bosses heavily resilient or completely immune to nature damage. Good gear and a solid understanding of shaman tanking is required since we loose the ability to cast Earth Shock. Therefore, we'll be casting max rank Frost Shock often and require mana related items to back it up. This path is frequently taken as a player reaches 3% hit chance from gear.
Why is https://classic.wowhead.com/spell=17364/stormstrike not taken?
As stated before, this talent setup is used to accomplish high end raiding content and therefore the necessary preparations are in place. Therefore, the Stormstrike debuff is assumed to be applied by someone else.
Is there any reason to ever get Shield Spec?
Assuming mana is properly managed, sure. Sees some relevancy with https://classic.wowhead.com/item=23040/ ... deflection for short fights. This is very niche.

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.
- 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.
- Pulling: Equip a spell damage weapon, ex: https://classic.wowhead.com/item=18842/ ... -dominance and cast https://classic.wowhead.com/spell=15208, while it travels, equip a healing weapon (ex: https://classic.wowhead.com/item=19909/will-of-arlokk).
As the bolt hits, Cast R6 https://classic.wowhead.com/spell=10468 ... aling-wave on a warlock who recently https://classic.wowhead.com/spell=11689/life-tap.
Equip all normal tanking gear. Immediately after cast R7 Earth Shock
Activate https://classic.wowhead.com/item=12459, if the situation is ideal.
Repeat the appropriate rank Earth Shock until boss is dead.
If mana permits it, cast a suitable rank of https://classic.wowhead.com/spell=10432
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.

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.
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)
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.
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).
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.
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.
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.
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.
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)

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.
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.

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:
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:
Down below is an explanation of Gear Set Categories and their differences:
- 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.
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:

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.

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.
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:
- Dungeons are fairly trivial with many shaman tanks resorting to build a nearly pure spell damage gear set. Threat is dealt with Chain Lightning proccing alongside http://classic.wowhead.com/spell=29065 all the while attacking a different target every 4-5th melee hit and the occasional https://classic.wowhead.com/spell=10432. Also, it's common to equip http://classic.wowhead.com/item=2243 + w/https://classic.wowhead.com/spell=20034 ... n-crusader & https://classic.wowhead.com/item=18168/ ... ctive-disk among the usage of AoE-like effects, ex: https://classic.wowhead.com/item=12217/ ... eath-chili, https://classic.wowhead.com/item=8956, https://classic.wowhead.com/spell=9910, etc...
- Raids are approached with a level of caution as typically the need to tank 3 targets means they deal heavy amounts of damage. Fully casting https://classic.wowhead.com/spell=10605 is rare but https://classic.wowhead.com/spell=10432 is often used.
- 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.

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.

- In (Group 1): On the topic of suvivability, a fellow tank in your party can equip http://classic.wowhead.com/item=14557, granted they don't need the trinket slot for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency http://classic.wowhead.com/spell=29166 or http://classic.wowhead.com/spell=20748 Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with http://classic.wowhead.com/spell=11767, or a hunter with http://classic.wowhead.com/spell=20906.
- Rogues are favored over fury warrior, they http://classic.wowhead.com/spell=25302, http://classic.wowhead.com/spell=11305, http://classic.wowhead.com/spell=5277 and http://classic.wowhead.com/spell=1857 to manage their threat/aggro.
- Feral cat druids can offer similar utilities as a bear and can http://classic.wowhead.com/spell=16697 and https://classic.wowhead.com/spell=23110/dash to manage their threat/aggro.
- 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.
- A rogue can be replaced by a melee hunter on https://classic.wowhead.com/item=19169 duty.
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.
- Onyxia: Onyxia has two iconic abilities: https://classic.wowhead.com/spell=18431/bellowing-roar, where she fears the entire raid for a few seconds (and risks them entering her hatchery and invoking a plethora of Whelplings) http://classic.wowhead.com/spell=8143 is suggested, and https://classic.wowhead.com/spell=18435/flame-breath, which she performs during her second phase after emoting "Onyxia takes in a deep breath...". I suggest https://classic.wowhead.com/item=13457/ ... ion-potion, https://classic.wowhead.com/spell=10538 ... ance-totem. During her flight phase, if mana is scarce cast Rank1 Lightning Bolt to proc Elemental Focus and use https://classic.wowhead.com/item=14530/ ... th-bandage on an ally to generate threat.

- Notable gear to roll on: https://classic.wowhead.com/item=18205/ ... ars-collar and https://classic.wowhead.com/item=16947/ ... ten-storms
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.

- Notable gear to roll on: http://classic.wowhead.com/item=18879
- Magmadar: Magmadar has two signature abilities: https://classic.wowhead.com/spell=19408/panic, a zone-wide Fear, and https://classic.wowhead.com/spell=19451/frenzy, which needs to be removed by Hunters who learned https://classic.wowhead.com/spell=19801 ... izing-shot from Lucifron. The totem http://classic.wowhead.com/spell=8143 & https://classic.wowhead.com/spell=10538 ... ance-totem are must have. Consider activating https://classic.wowhead.com/item=13457/ ... ion-potion and https://classic.wowhead.com/item=12455/juju-ember to reduce the damage of https://classic.wowhead.com/spell=20474/lava-bomb. It's common for shaman tanks to equip a slightly stamina focused gear set, since it helps with the fire damage and physical damage.

- Notable gear to roll on: https://classic.wowhead.com/item=18829, https://classic.wowhead.com/item=18203 & https://classic.wowhead.com/item=19144.
- Gehennas: Gehennas' signature ability is https://classic.wowhead.com/spell=19716/gehennas-curse, which reduces healing effects on the target by 75% for 5 minutes and needs to be removed as soon as possible. To decrease the effect of this ability, I suggest: http://classic.wowhead.com/item=9088 to possibly resist it and reduce https://classic.wowhead.com/spell=15245 ... olt-volley. It's common for shaman tanks to equip a slightly stamina focused gear set, since it helps with the shadow damage and physical damage. Otherwise, it's a standard fight. If you are tanking the FlameWalker adds I suggest using https://classic.wowhead.com/item=5634 to avoid https://classic.wowhead.com/spell=20277.

- Notable gear to roll on: http://classic.wowhead.com/item=16839
- Garr: You should mark all of the adds at the start of the fight, assigning one Warlock or one tank per marked add. Warlocks can use https://classic.wowhead.com/spell=18647/banish to control an add, which is the most ideal way to keep the adds under control. Any adds that are not being banished will need to be held by tanks, preferably with one add per tank. Once Garr is dead, just kill the adds one by one until they are all gone. Garr can cast https://classic.wowhead.com/spell=19492/antimagic-pulse so make sure you pad yourself up with lesser buffs ex: https://classic.wowhead.com/spell=131/water-breathing.

- Notable gear to roll on: https://classic.wowhead.com/item=18829/ ... -spaulders
- Shazzrah: A massive emphasis is placed on equipping stamina focused gear and if you haven't done so already get: https://classic.wowhead.com/item=11811/ ... e-mountain & use https://classic.wowhead.com/item=13461 before the boss pull. If he uses https://classic.wowhead.com/spell=1953 announce it so someone can pick Shaz up. If https://classic.wowhead.com/spell=19712 ... -explosion is life-threatening consider getting: http://classic.wowhead.com/spell=17175 from a Mind Controlled Scarlet Medic in Plaguelands, refer to (Mind Control Buffs). Druids and Mages need to be on top of removing https://classic.wowhead.com/spell=19714 & https://classic.wowhead.com/spell=19713/shazzrahs-curse if not, https://classic.wowhead.com/item=9030/r ... ive-potion is advised
- 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.

- Notable gear to roll on: https://classic.wowhead.com/item=18842 (used in the pulling of the boss w/Lightning Bolt and unequipped after)
- Majordomo Executus: Make sure you have https://classic.wowhead.com/spell=976. Adds will sometimes have https://classic.wowhead.com/spell=20619, when it happens avoid using spells and swap to a threat related weapon (ex: https://classic.wowhead.com/item=18203). A massive emphasis is placed on equipping stamina focused gear for this fight.
- Notable gear to roll on: https://classic.wowhead.com/item=18805 (bolsters threat and slightly defensive stats) & https://classic.wowhead.com/item=18812.
- Baron Geddon: After clearing ample trash to give yourselves plenty of room to work with, pull Baron back to the entrance of the room. You want plenty of room for melee to be on the boss, but enough room for ranged classes to be able to sit at max range away from the boss. Additionally, you need space for targeted players to run 30 yards away from the group. You only need one tank to hold Baron Geddon. When you need to run away during https://classic.wowhead.com/spell=19695, be mindful of where your healers are positioned so you can try not to out-range them. Priests should be using https://classic.wowhead.com/spell=527 as much as possible to deal with https://classic.wowhead.com/spell=19659, we can also use https://classic.wowhead.com/item=9030. Whoever gets https://classic.wowhead.com/spell=20475 needs to be at 100% health before the bomb explodes, preferably also with https://classic.wowhead.com/spell=17 on them.
- Ragnaros: https://classic.wowhead.com/item=13457/ ... ion-potion, https://classic.wowhead.com/spell=10538 ... ance-totem, https://classic.wowhead.com/item=12455/juju-ember and http://classic.wowhead.com/spell=15123 (from Mind Controlled Scarshield Spellbinder in BRS) is highly suggested. Furthermore, a specialised "Fire Resist" gear set will be equipped to deal with the boss (See Gear). Wrath of Ragnaros will knock back nearby players and deal some Fire damage. Your melee will want to back out of melee range before this is cast, and your off-tank will need to step in after the cast to immediately pick up threat on Ragnaros.

- Notable gear to roll on: https://classic.wowhead.com/item=17106, https://classic.wowhead.com/item=17107, https://classic.wowhead.com/item=18817 and http://classic.wowhead.com/item=16946.
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.
- Vaelastrasz the Corrupt: Vaelastrasz is known as the Guild Destroyer, and for good reason - The first real DPS check fight in Classic, the raid has three minutes to defeat the Red Dragon before he enrages. However, Vael himself empowers the adventurers engaging him, giving them infinite resources via https://classic.wowhead.com/spell=23513 ... of-the-red for the entire fight, and even maximizing a player's potential via https://classic.wowhead.com/spell=18173 ... adrenaline, allowing them to deal double damage and cast spells instantly for some time before dying. A high stamina weapon (ex:https://classic.wowhead.com/item=19335/spineshatter) should be equipped before each https://www.wowhead.com/?spell=23461
- Notable gear to roll on: https://classic.wowhead.com/item=19346/dragonfang-blade (bolsters threat while retaining some Defensive aspects)
- Broodlord Lashlayer: The fight against Lashlayer himself is not that complicated, the only real challenge being managing threat, as he reduces tank threat constantly. To deal with https://classic.wowhead.com/spell=23331/blast-wave you can use https://classic.wowhead.com/spell=10538 ... ance-totem. To diminish the impact of https://classic.wowhead.com/spell=24573/mortal-strike, I recommend going above and beyond to obtain Armor related Buffs and receive https://classic.wowhead.com/spell=10901 ... ord-shield after being struck by it.
- Firemaw: Firemaw is one of the dragons that use https://classic.wowhead.com/spell=22539/shadow-flame as an ability, requiring players to use https://classic.wowhead.com/item=15138/ ... cale-cloak to mitigate this ability's damage. Furthermore, equipping a high stamina weapon+shield (http://classic.wowhead.com/item=19335, http://classic.wowhead.com/item=19349) before each Shadow Flame is advised. Other players should take advantage of the entrance from Broodlord Lashlayer's room to line-of-sight Firemaw and clear up stacks of https://classic.wowhead.com/spell=23341/flame-buffet when these get too high.
- Notable gear to roll on: https://classic.wowhead.com/item=16948/ ... ten-storms and https://classic.wowhead.com/item=19355/ ... ocus-staff (used in the pulling of the boss w/Lightning Bolt and unequipped after).
- Ebonroc: Ebonroc is one of the dragons that use https://classic.wowhead.com/spell=22539/shadow-flame as an ability, requiring players to use https://classic.wowhead.com/item=15138/ ... cale-cloak to mitigate this ability's damage. Furthermore, equipping a high stamina weapon+shield (http://classic.wowhead.com/item=19335, http://classic.wowhead.com/item=19349) before each Shadow Flame is advised. Ebonroc's special ability is https://classic.wowhead.com/spell=23340 ... of-ebonroc. When a player is struck by Ebonroc while affected by this, they will heal the drake tremendously. As he casts this semi-constantly on tanks, your raid will need three tanks with high Shadow Resistance (for a chance to resist the spell, refer to Buffs) and constantly juggle threat between them to ensure the drake does not get healed.
- Flamegor: Flamegor is one of the dragons that use https://classic.wowhead.com/spell=22539/shadow-flame as an ability, requiring players to use https://classic.wowhead.com/item=15138/ ... cale-cloak to mitigate this ability's damage. Furthermore, equipping a high stamina weapon+shield (http://classic.wowhead.com/item=19335, http://classic.wowhead.com/item=19349) before each Shadow Flame is advised. Flamegor enrages every 10 to 15 seconds, and while enraged, he spams https://classic.wowhead.com/spell=23462/fire-nova, which will deal constant Fire damage to the entire raid. To stop Flamegor from enraging, Hunters must soothe the drake with https://classic.wowhead.com/spell=19801 ... izing-shot whenever his enrage starts.
- Notable gear to roll on: https://classic.wowhead.com/item=19433/ ... e-leggings and https://classic.wowhead.com/item=19431/ ... ing-scarab (keep in bank, not needed for a while).
- 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.
- 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. - Incinerate (Red): Deals high Fire damage (around 3-4k).
- Nefarian: Nefarian is a very long encounter, in which players face him in both Human and Dragon forms. The entire raid must have the https://classic.wowhead.com/item=15138/ ... cale-cloak equipped, to prevent spillover damage from his https://classic.wowhead.com/spell=22539/shadow-flame. Nefarian's special ability through the encounter is the Class Calls: Every 25-35 seconds, he will "call out" a class, afflicting every player of that class with a specific debuff. However, it doesn't impact us very much.
- Notable gear to roll on: https://classic.wowhead.com/item=19380/therazanes-link, https://classic.wowhead.com/item=19360/ ... l-romathis and https://classic.wowhead.com/item=16950/ ... ten-storms.
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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centurion • Quaria • TheZhevra • Firelord • Ravenheart • Iced_Plasma • Markone • Selexin • Cowyousaid • Quillboar • Cielos • biggle • tygoro • Largid • ClassicRaids
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.

By the https://classic.wowhead.com/spell=5926/holy-power of https://classic.wowhead.com/object=2020 ... ghtbringer, I say ! This https://classic.wowhead.com/npc=10556/lazy-peon outperformed himself with this madness, as if he was the reincarnation of https://classic.wowhead.com/npc=82/crazy-leonetti !!

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!

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!

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!


Hydraxian Waterlords - RP - EU
- Fendor - Tauren Shaman
- Ildebrando - Dwarf Hunter
- Osandiron - Dwarf Priest

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.
Temaius - Paladin
Bloodsail Buccaneers

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.fendor wrote: ↑7 years agoBefore 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!
Temaius - Paladin
Bloodsail Buccaneers

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


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!
Check out my animated vanilla WoW wallpapers! 

@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.Gensei wrote: ↑7 years agoSee my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.fendor wrote: ↑7 years agoBefore 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!
Have a nice day

@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

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.Devner wrote: ↑7 years ago@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![]()
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"

Do you have a gear list of what you were using in MC?Devner wrote: ↑7 years ago@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.Gensei wrote: ↑7 years agoSee my post after yours. I think it can be viable as a second tank/buffer/dps in 5 man groups. Not sure about raids.fendor wrote: ↑7 years agoBefore 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!
Have a nice day![]()
Temaius - Paladin
Bloodsail Buccaneers

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!!!

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: ↑7 years agoYeah, 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.Devner wrote: ↑7 years ago@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![]()
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.
Yep, the text lenght is literally only one downside to the guide here, myself gave a read of less complex ones so far, but taking the time to read Caperfin's guide may as well be worth it!

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.abyss wrote: ↑7 years agoHello 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!
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.

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.
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