Shaman Tanking Idea Draft 🌪️

Outlined in this post is an idea for a tanking spec for Shaman, adapted from an old idea I made a bit over a year ago. Instead of being based on sheer defense from Armor or dodge, I chose managing buffs and crowd control. An interesting way to play a tank, but if the rotation plays out in the game as it does in my head, it should be as viable as any other tank.
The lore basis of this spec is twofold; One, it completes the set of elemental-themed specs, with Elemental representing Fire, Enhancement representing Air, Restoration representing Water, and this new one representing Earth. It’s kind of sad that Earth doesn’t get a lot of representation, as I feel it could have a lot of interesting uses.
As for gameplay, I decided to adapt on what Enhancement already is, considering that Restoration and Elemental are already wildly similar as it is. It’s kinda based off of old Shaman off-tanking, where Rockbiter generated a lot of threat, etc.
This is just an idea, and I don’t expect Blizzard to pay any real attention to Shaman until some time after the heat death of the universe. It’s fun to think about stuff like this, though.
Still open to ideas and criticism; most of this was written at 2 AM when I’m zonked out of my mind. I think it’s pretty solid, though.


(Text) shows the range of the spell, if applicable.
[Text] shows the cooldown of the spell, if applicable.
{Text} shows the magic school of the spell.
|Text| shows the Maelstrom requirement for a spell.
/Text/ shows the casting time of the spell.


Warding

Tank (Melee)
Weapons of Choice: 1h Weapon (Mace, Axe) + Shield
Primary Stat: Agility
Resource: Maelstrom
A guardian of the elements channeling the unrelenting power of earth to protect allies from damage.


Abilities:

Weapon Imbues
These effects would be freely toggled, with their cooldowns only occuring when an imbue is swapped off of, and with only one being active at a time. Affords a bit of flexibility to the tank, letting them choose somewhat how they’d like to approach a situation.

  • [Earthfury Weapon] [3s] {Nature}
    While active, your attacks generate extra threat and have a chance to generate 2 Maelstrom.
  • [Heatfury Weapon] [3s] {Fire}
    While active, your attacks have a chance to Singe your enemy, slowing their movement speed by 10% and dealing ___ Fire damage over 10 seconds.
  • [Wavefury Weapon] [3s] {Ice}
    While active, your attacks have a chance to make your next cast of Healing Surge instant and cost no Maelstrom.

Offensive Abilities

  • [Lava Lash] (Melee) {Fire} |30|
    Charges your weapon with lava and burns your target, dealing ___ damage.
  • [Static Strike] (Melee) [3s] {Nature}
    Strikes an enemy with a charged weapon, dealing ___ Nature damage and grounding them. Grounded enemies have the next ___ damage dealt by them absorbed. Generates 10 Maelstrom on initial hit.
  • [Rockbiter] (20y) [6s] {Nature}
    Assaults your target with earthen power, dealing ___ Nature damage and generating 25 Maelstrom. Max 2 charges.
  • [Stonebolt] (40y) {Nature} |50|
    Hurls a sharpened stone at an enemy, dealing ___ Nature damage and sundering their defenses, causing them to take 10% increased damage from you and deal 5% less damage for 10 seconds.
  • [Earthquake] [20s] {Nature} |30-60|
    Causes the earth within 8 yards of you to tremble and break, dealing ___ Physical damage over 10 seconds and sometimes knocking down enemies. The duration can be extended with additional Maelstrom spent, up to 25 seconds,
  • [Fury] [8s] {Physical}
    Taunts the target to attack you, increasing threat generated against the target for 3 seconds.
  • [Angered Earth] [30s] {Nature} /1s/
    Taunts all nearby targets to attack you.

Defensive Abilities

  • [Earthen Ward] [18s] {Nature} |30|
    Coalesces earthen energy, decreasing damage taken by 15% for 12 seconds and slowing the auto-attack of enemies within 15 yards by 30%.
  • [Earthen Affinity] [10s] {Nature}
    Increases block chance by __% for 5 seconds. Max 3 charges.
  • [Stone Aegis] [4m] {Nature}
    Sheathe yourself in elemental earth, protecting you from all physical damage for 10 seconds but slowing movement speed by 30%.
  • [Dust Devil] (5 yards) {Nature{ |3/s|
    Kick up a whirlwind of dust around you, dealing ___ damage every 1 second with each enemy in the cyclone having a 5% chance to be silenced for 2 seconds.
  • [Healing Surge] [5s] {Nature} /1.5s/
    Heals you or a friendly target for ___. Consumes 20 Maelstrom, if available, to become instant. Max 3 charges.
  • [Spirit Link] {Nature}
    When cast on an ally, 15% of that ally’s damage is redirected to you instead. Does not activate if you are below 20% health. Massive damage is not redirected. When cast on an enemy, 15% of that enemy’s healing is redirected to you instead. Limit 1.
  • [Hurl Boulder] [30s] {Nature} /1s/
    Summons a boulder and hurls it at your target, knocking them back and stunning them for 5 seconds.
  • [Air Elemental] [5m]
    Calls forth a Greater Air Elemental that absorbs incoming damage unto itself for 1 min.
    (Hidden: Around 40% of damage taken by all allies within 20 yards.)

Totems

  • [Magma Totem] [1m] {Fire}
    Summons a totem at your feet for 1 min that deals ___ Fire damage to enemies within 8 yards of the totem every 2 seconds.
  • [Stone Bulwark Totem] [1.5m] {Nature}
    Summons a totem at your feet for 30 seconds that grants you and up to 5 nearby allies a shield that absorbs for ___ for 10 seconds, and granting only you an additional shield for ___ every 5 seconds after.
  • [Stoneclaw Totem] [2m] {Nature}
    Summons a totem at the target location for 15 seconds that taunts enemies within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 seconds.
  • [Tremor Totem]
  • [Capacitor Totem]

Unchanged Generic Abilities

  • [Purge]
  • [Hex]
  • [Far Sight]
  • [Heroism]
  • [Cleanse Spirit]
  • [Ancestral Spirit]

Passives

  • [Seismic Activity]
    5% of all damage dealt is duplicated and evenly spread out to all nearby hostile enemies.
  • [Geothermal]
    Heatfury Weapon’s damage over time has a 10% chance to make your next Lava Lash free.
  • [Geyser]
    Whenever Earthquake or Dust Devil deal damage, they have a 5% chance to restore a charge to your Healing Surge and Earthen Affinity.
  • [Mastery: World Soul]
    Increases block chance by __% and makes all active totems increase healing toward you by __%. Also reduces damage taken by __%.
  • [Maelstrom Weapon]
  • [Reincarnation]

Talent Ideas

  • Level 15: [Conductor]
    Passive. When an enemy grounded by Static Strike dies, the effect jumps to a nearby hostile enemy with its timer reset.
  • Level 30: [Tectonic Shift] [30s] {Nature}
    The earth suddenly shifts beneath your feet, knocking down all enemies within 10 yards and stunning them for 8 seconds.
  • Level 45: [All 45 talents are the same]
  • Level 60: [Entomb] [2m] {Nature}
    Encase an enemy in earth, incapacitating them for 1m. Damage has a high chance to end this effect. Limit 1.
  • Level 75: [Aftershock Totem] [10m] {Nature}
    Summons a totem at your feet for 30 seconds. Should you fall while the totem is active, you will automatically be revived with 75% health, 100% mana, and 10 Maelstrom. The totem will be consumed when revived. Massive damage will bypass the effect.
  • Level 90: [Epicenter]
    Passive. Seismic Activity now deals more damage to enemies closest to your active target, with damage lessening the further away they are.
  • Level 100: [Ascendance]
    Transform into an Earth Ascendant for 15 seconds, replacing Static Strike with Thunderclap and reducing damage taken by 10%. [Thunderclap] (Melee) {3s} {Nature}
    Assault an enemy with a fulminating weapon, dealing ___ Nature damage to them, and grounding all enemies within 5 yards.

Suggested Rotation

  1. Cast [Rockbiter].
  2. Cast [Static Strike].
  3. Cast [Lava Lash].
  4. Cast [Stonebolt].
  5. Cast [Rockbiter].

Use [Earthquake] and [Dust Devil] when available.
Fill with [Lava Lash].

Actively mitigate with [Earthen Ward] and [Earthen Affinity]. Heal with [Healing Surge].

13 Likes

I would love a 4th spec for Shaman as tanking. Good post, but I agree I don’t expect Blizzard to pay attention. You’d think with que times they’d give another class the ability to tank.

Summon Earth Elemental > Become Earth Elemental
An alternative would be a talent to modify Summon Earth Elemental to something like Become an Earth Elemental.

  • For a certain amount of time it will increase stats to give you the ability to short term tank. Idea being it would give raid groups the time to battle resurrect the MT or OT. It could switch your bar to the vehicle bar with 4 to 6 or so generic tanking buttons

Ion has already stated if they could redesign the classes they would go the DH way and give them 2 specs instead of 3. As much as I would love a fourth spec, we are most likely to see a new class with a tanking spec than have shamans with one.

2 Likes

Excellent post. I was thinking about doing something myself, but never got around to it. I might not agree 100% with everything you said, but overall i think its fantastic, and would love to see it. I thoroughly enjoy playing my Shaman for what the class represents, and would love to be able to tank. Also i would love to feel like im channeling the earth to become a magically imbued tank

blizz can’t even make the melee dps spec of the class work correctly I don’t think they can handle a tank as well.

2 Likes

no thanks.

#keep3specs

1 Like

play classic wow bro shamans can take all 5 man content in classic.

thats the only place you will see a shaman tank is in classic wow.

1 Like

This post is absolutely fantastic!! Great job Quinzal. I personally think they should add a 4th spec and name it Earth Warden. That would fit right in with what you’ve outlined here.

I invite you to bring this to an older thread I have running about shaman tanking to limit the amount of clutter we’re producing on the shaman forums.

People are CLEARLY into this idea and the more we talk this out with as many people as possible, the better chance we have at getting it brought back into retail wow! Those of you that are concerned or are agaisnt it should voice their opinions there as well! It only helps the cause.

1 Like

TBH, I think this is adding too many new abilities and lacks a bit on overlap with other specs. Lavalash shouldn’t be in the rotation at all, IMO; replace that with stormstrike and drop static strike and the new weapon imbues entirely (just use the existing ones). Lavalash has always been an off-hand only ability.

Why not use shocks instead of making new abilities that may as well be the same thing? The core shaman kit is completely missing.

That version of spirit link looks like a PvP talent or a healer ability; it doesn’t really fit a tank spec.

The spec shouldn’t have both an AoE taunt and stoneclaw totem. Just use stoneclaw totem and treat it like Ox statue (cast taunt on the stoneclaw totem to taunt all the mobs within its range to you).

The power level of a lot of what you’ve suggested is way too high. 8 second aoe stun is insane, and shaman already have cap totem, so there’s no need for it, earth ward 30% AS slow and 15% DR with 67% uptime is insane; that’s stronger than most major defensive cds and has a longer duration. Air elemental is designed as an OP raid healing CD, instead of a tank CD.

I think in general, it’s better to avoid so many “new” abilities when making a suggestion like this, as creating animations and new effects takes a lot of dev time. They could make a tank spec for shaman with only a few new animations/assets (Earth Ascendance form, a new look for stoneclaw totem, and an artifact shield for Doomhammer).

I put this in another thread (some minor changes) as an example of what could be done with minimal new animations/art/effects, following current class design, and that can utilize the current azerite traits:

Spec: Earthwarden (seems good), Guardian/warden, or Fortification/Reinforcement (enhancement, but defensive - fits a bit better with the other spec names)

Passive effects:

  • Earth/Stone Reinforcement - X% increased armor/stamina
  • Maelstrom: generate 10-15 maelstrom on basic attacks.
  • Mastery - Earthen Bulwark: attack power and block chance increased; reduces damage taken while earth shield is active.
  • ~25% Chance to reset Earthquake cd on hit with rockbiter and make it free.
  • ~15% chance on avoiding damage or dealing damage with rockbiter to reset the CD on stoneskin.
  • Parry - scaling with crit
  • Maybe a chance for basic attacks and/or rockbiter to generate a charge of earth shield if it’s active.
  • Resonance: Earth shocks at a target in earthquake hit all other targets within that earthquake for 30-50% damage?

Damage Abilities:

  • Rockbiter - as current enh, primary resource generator
  • Fire nova/Crash Lightning - 6s cd AoE generator (4MS per target)
  • Lightning bolt/Chain lightning - resource dump (becomes instant and has increased damage by consuming X maelstrom). Could possibly be cut entirely and CD on rockbiter removed, then ES/EQ be used as dump abilities.
  • Earth Shock - 6s cd, concussive force - [reduces damage taken from the target for 8 seconds]. Generates maelstrom if stoneskin on mitigation, otherwise costs maelstrom?
  • Earthquake - 10-15s cd 6s duration; ~20 Maelstrom (Or use as generator and remove fire nova/crash lightning and treat similar to consecrate)
  • Flame Shock - 6s cd, as ele/resto. - generates Maelstrom?
  • Frost Shock - as per ele.

Defensives:

  • Earth shield (self only) - maintenance buff with charges for passive healing (as current).
  • Stoneskin - ~6s armor buff, costs ~30 maelstrom, ~15s CD, 2-3 charges (Maybe cut because earth shock functions as mitigation and because riptide/earth shield self-healing)
  • Shamanistic rage - 2min CD, 20% dr and increased MS generation for 8s. - OR Spirit Link (to make use of the existing azerite trait.)
  • Astral Shift - Same as other specs.
  • Grounding Totem
  • Healing Surge - 20 Maelstrom and 4000 mana - makes it instant on self-cast (as Enh)
  • Riptide (self only) - 30 maelstrom (To make use of the existing resto azerite trait)

Tanking utility/taunts:

  • Stoneclaw totem - (basically Ox statue)
  • Ancestor’s Call(?) - 8s cd, taunt
  • Earth Elemental - as other specs

Other Utility/abilities:
Wind Shear, Earthbind Totem, Hex, Tremor Totem, Cleanse Spirit, Spirit Walk, Ghost Wolf Form, Reincarnation, Water walking, Ancestral Spirit, Far Sight, Astral Recall

Talents:
15: Boulderfist, Earthen Rage, Lightning Shield
30: Landslide (chance on rockbiter to increase next EQ/ES damage), Call the Thunder - increased max MS, and reduced MS cost of instant lightning bolt/CL(?), Totemic Mastery (2% haste, passive MS gen, x% increased Earth Shield healing, increased rockbiter damage)
45: Static Charge, Earthgrab Totem, Unstable Ground - adds slow and increases knockdown chance of EQ.
60: Earthen Wall Totem, Ancestral Guidance, Ancestral Vigor (10% increased hp for 10s to healing surge/riptide target)
75: Wind Rush Totem, Feral Lunge, Graceful Spirit (reduces cd of spirit walk)
90: Surge of Power (ES buffs next ability - EQ: Increased radius/damage, Rockbiter: extra MS, LB/CL: trigger overload, flame shock: affects an additional target, Stoneskin: provide a shield), aftershock(25% chance for EQ/earthshock to reset cd?), Sundering
100: Nature’s Guardian, Ascendance ((Earth) - 3 min cd, ~20% DR and empowers rockbiter/earth quake for 15 sec.), Earthen Spike - (Reduces damage taken from the target by ~10% in addition to current effect).

Echo of the elements could probably fit in place of something on the 15, 30, or 90 tiers and give shocks and fire nova/Crash lightning 2 charges, and/or stoneskin could be reworked to 1 charge and get an additional charge from it.

Current azerite traits that function with the spec:

  • Natural Harmony (nature/frost/fire damage gives crit/haste/mastery)
  • Ancestral Resonance (chance on hit to gain mastery - BL lasts 10s longer)
  • Tectonic Thunder (increased EQ damage, chance for next CL to be instant cast)
  • Lava Shock (flame shock ticks cause earth shock to deal additional damage)
  • Strength of Earth (Rockbiter causes next ability to deal additional damage)
  • Surging Tides (If below 50%, gain a shield when casting riptide).
  • MAYBE spouting Spirits (Spirit link heals all affected targets after 1s)
  • For inner traits, all secondary stat traits benefit, and healing traits benefit

It misses out on “proper” tanking traits, but avoids the need for additional traits to be made for the spec retroactively.

Spirit link is probably a no-go, as it’s too strong of a raid CD to have on a tank, and isn’t purely a self defensive. They’d have to use a different version, like moving X% of damage taken from the shaman to allies, or only moving HP from allies to the tank, to remove the raid heal CD properties of it, but then there’s the problem of the same ability with the same animation doing different things to allies that walk into the effect.

That leaves the only thing to be addressed the legion artifacts - I’d go with letting the spec use Doomhammer, but the offhand becomes a shield.

Nice idea yep

Terrible idea, shaman are not and should not be tanks. Leave the 3 specs and leave them in their current roles. no shaman tanks.

1 Like

shamans cant soak the damage they wont ever be tanks.

2 Likes

They wear mail, no reason they shouldn’t be able to tank when 3 of the 6 tanking classes already in the game wear leather.

Anyways, i want a tank spec for shaman but i think we should be designed in a way that sets it Apart from other tanks. Everyone has slightly different mechanics, no reason to just clone someone else’s onto us.

So my idea is this:

Tank spec gets a stone golem perma-pet. Same kind of golem you see throughout the game built by dwarves. Different races could have slightly different golem appearances.

The mastery passive works with the pet:

Mastery: stonewarden
A percentage of all damage you take is instead dealt to your golem
A percentage of all damage you deal heals your golem.

This creates a system where you get your mitigation from damage splitting with the pet - something no other tank does - and your attacks and spells heal the pet in turn so that you can extend your mitigation further.

Also, to the previous poster who said lava lash has always been an offhand ability, why not make it lava bash for the tank spec and have it use your shield offensively? Would look pretty cool, imo, forming lava over your shield and back handing someone with it. Could even leave a molten slag effect on the ground that roots, slows, or burns enemies

Nothing new to see here, same theorizing as every other thread. Do you need a new thread daily to do this? Or do people that dont want and/or think shamans can/should tank need to post their opposition in every new thread daily as well?

1 Like

You clearly are attempting to do that, Meada. And I per chance saw you posting how much you love classic sham, just go back to classic and stop ranting about retail evolving.

1 Like

There fixed it for you.

Glad you seen my adoration for Classic, which thread was it? I’m it wasnt in 10 threads talking about the same thing. My rant will continue as long as it needs to.

It’s a good idea, shaman tank 4th spec please blizzard.

is one guy running around on alts making posts about shamans tanks?

if you want to tank roll a tank class.

3 Likes

obligatory bump since I like the ideas.

I dont like the ideas at all. No need for a tank spec.