01-09-2007, 09:34 PM
I haven't dueled too many heal bot priests, so I will just give you all of the weaknesses of a shaman I can think of.
1) Shared cooldown. All the shocks are on the same cooldown. If they interupt your heal run away, to avoid the melee damage. If they frost shock you to stop the running away, use that to get a heal/smite off. The five to six second window between shocks is free time.
2) Mana. Shocks are about as bad as it gets for mana/dmg. Most shaman also won't have a whole lot of int or regen on their PvP gear.
3) Earth shock only interupts, doesn't silence. Earth shock the mana burn, you can now heal at will, and vice versa.
4) 5 hp totems. Wand, or staff anything will kill em, and they cost a ton of mana to replace.
5) 20 yard range on shocks. Not as big of a deal for a class with no snares, but its noteworthy.
6) Totems don't move. Shaman drops a bunch of totems in one spot, move the fight.
7) Combat style is going to be very spec dependent. If they are elemental you don't need to worry about their melee damage much. If they are enhancement you want to avoid melee at all costs, but their mana bar will be subpar even for a shaman, and their spells will be pretty weak. If they are resto, go get a fresh beer, its gonna be a while. Its usually pretty obvious looking at their gear what their spec is. Sheild + 1 hander = elemental, dual wield or 2 hander = enhancement. If they are wearing the same gear as you then they are resto.
8) Dispel buffs when they come up. Lightning sheild, natures switftness, elemental mastery. Nothing sucks like losing a 3 min cooldown to dispel. Lightning sheild is just free damage for them if you don't get rid of it.
Some other things to keep in mind. DoTs won't kill grounding totem, but they will put it on cooldown. If you can turn it into an endurance fight you will win every time, if its a burst damage fight the shaman is going to win.
The only other advice I have is, spec shadow.:whistling: I've been killed more times than I can count waiting for fear to wear off.
1) Shared cooldown. All the shocks are on the same cooldown. If they interupt your heal run away, to avoid the melee damage. If they frost shock you to stop the running away, use that to get a heal/smite off. The five to six second window between shocks is free time.
2) Mana. Shocks are about as bad as it gets for mana/dmg. Most shaman also won't have a whole lot of int or regen on their PvP gear.
3) Earth shock only interupts, doesn't silence. Earth shock the mana burn, you can now heal at will, and vice versa.
4) 5 hp totems. Wand, or staff anything will kill em, and they cost a ton of mana to replace.
5) 20 yard range on shocks. Not as big of a deal for a class with no snares, but its noteworthy.
6) Totems don't move. Shaman drops a bunch of totems in one spot, move the fight.
7) Combat style is going to be very spec dependent. If they are elemental you don't need to worry about their melee damage much. If they are enhancement you want to avoid melee at all costs, but their mana bar will be subpar even for a shaman, and their spells will be pretty weak. If they are resto, go get a fresh beer, its gonna be a while. Its usually pretty obvious looking at their gear what their spec is. Sheild + 1 hander = elemental, dual wield or 2 hander = enhancement. If they are wearing the same gear as you then they are resto.
8) Dispel buffs when they come up. Lightning sheild, natures switftness, elemental mastery. Nothing sucks like losing a 3 min cooldown to dispel. Lightning sheild is just free damage for them if you don't get rid of it.
Some other things to keep in mind. DoTs won't kill grounding totem, but they will put it on cooldown. If you can turn it into an endurance fight you will win every time, if its a burst damage fight the shaman is going to win.
The only other advice I have is, spec shadow.:whistling: I've been killed more times than I can count waiting for fear to wear off.
Delgorasha of <The Basin> on Tichondrius Un-re-retired
Delcanan of <First File> on Runetotem
Delcanan of <First File> on Runetotem