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Shaman Spells
This section does not have a complete listing of all spells or
abilities that are available.
Purge (Dispel) - Removes one or two magic effect, depending on the
rank. Use this if the enemy has some kind of buff on. Once it's
removed, the enemy will be weaker and easier to kill.
Far Sight - Changes the caster's viewpoint to the targeted location.
This spell is useful for scouting and for looking for certain NPCs.
Flame Shock - Instantly sears the target with fire for X fire damage
and also causes damage over time.
Flametongue Weapon - Imbue the shaman's weapon with fire. Each hit
causes X to Y additional fire damage, based on the speed of the
weapon. Slower weapons cause more fire damage per swing. Lasts for Z
minutes.
Frost Shock - An instant cast spell which causes X to Y frost damage
and slowing movement speed to 50% of normal for 8 seconds.
Frostbrand Weapon - Chance of causing additional frost damage and
slowing the target's movement speed to 75%.
This ability is great to use in addition to the Earthbind Totem
against monsters that are going to run.
Healing Wave - Heals a friendly target for X to Y.
Chain Heal - Heals a friendly target for X to Y, then jumps to heal
additional nearby targets. Each jump reduces the effectiveness of
the heal by 50%. Heals 3 total targets. After the initial target is
healed, the healing effect will jump to the most damaged target (by
absolute health) within range. In addition, if a raid member is the
initial target it will look for valid raid targets to jump to rather
than non-raid targets as a priority, making it consistent with group
targeted Chain Heals.
Lightning Bolt - Casts a bolt of lightning at the target for X to Y
Nature damage. The amount of damage dealt can be increased through a
talent.
Chain Lighting - Casts a bolt of lightning at the target for X to Y
Nature damage which then jumps to up to 2 additional enemies. Each
jump reduces the damage dealt by 30%. The amount of damage dealt can
be increased through a talent.
Lightning Shield - A chance the attacker will be struck for damage.
This expends one of three charges. This ability is useful for
protection and additional damage.
Earth Shock - An instant cast spell which causes X nature damage,
interrupts spellcasting and also prevents spells from that school
from being cast for two seconds. This ability causes additional
threat.
Rockbiter Weapon - Imbue the shaman's weapon, increasing damage by X
when using that weapon. Lasts for Y minutes. This ability causes
additional threat.
Other Spells
Water Breathing - This is useful if you're fighting for extended
periods of time under water or just for fun and exploration. You can
cast this on other players too! This ability requires a reagent.
Water Walking - Allows the friendly target to walk across the water
for X min. Any damage will cancel the effect.
There are other cool abilities at higher levels. ..
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