Thread: Shaman God Comp

  1. #1

    Shaman God Comp

    What are the advantages and disadvantages vs pally or Druid God comp
    Quote Originally Posted by anaxie View Post
    Oh and this thread will be about whatever I please. Don't make me turn this bitch into a Spiderman thread.

  2. #2
    Palis are nice with God comp because of wings damage and the 30 second instant stun. With the pali stun the team can cc all 3 members of the other team at once to cover the mage poly when you want to dump the teams damage every 30 seconds. Pali also counters a lot of the more popular melee cleaves like ebola and walking dead. Druid is viable, but just feels somewhat 2nd rate with the work needed to get a cc chain off with a druid as opposed to the ease of the pali stun.

    Shaman isn't as good as it was in the past because current shatterplay is more about mass cc for burst, rather than the long term control with spriest rot like it was in the past. This makes shear and purge less effective for current meta.

  3. #3
    Can't spriest still rot via poly glyph where it removes damage for targeted player? Also makes a lot of sense with pally because spriest takes the d against melee and those two cleaves are trouble
    Quote Originally Posted by anaxie View Post
    Oh and this thread will be about whatever I please. Don't make me turn this bitch into a Spiderman thread.

  4. #4
    Spriests don't really rot like they did in earlier xpacs. When people first started playing shatterplay dplague was simply another dot they kept up on a target, apparitions procced when you moved instead of on pain crits, and you could weave your shadow spells to make your flay hit very hard as opposed to today where insanity can be stopped with dispels and a ton of stuns/interrupts. Then they changed mastery to increase orb spells instead of double proccing dots, and introduced clarity of power. Spriest plays more like a destro lock than an old school spriest anymore.

  5. #5
    Deleted
    Pala's are far the best healer to hand the melee pain train on your priest, which is sp biggest weakness.

    That and FoJ lining up with the mage and the sp damage/cc makes kill windows every 30 seconds when played right.

    Deep>sheep x3>silence on the healer while your kill target eats 2x dp and mindblasts from the sp and ice novas/lances from the mage for 10 seconds due to horror>FoJ is insanely strong setup every 30s.

    What the pala brings means that if you don't stop the mage setup your dead because they have the ability to lock your whole team down with instants.

    The druid version has to play a little more defensive, so the kill windows take longer due to having to get good position for clones which creates counter swap possibility's for the other team to gib your druid.

    The shaman comp has none of the above advantages but all of the weaknesses, you could not play defensively as your sp will fall over to melee eventually when you get cc'd/interrupted or they may just train you and you will fall over.

    Once you have been playing shatter for a while you will find that the games tend to follow a set pattern:

    Open>soak>setup>burst(trinkets/cds)>turtle>soak>setup>burst(trinkets/cds)>turtle>soak>setup>burst(kill).

    With a Shaman, their lack of cc, peels and reliance on hard casting means you will always be on the back foot, never allowing proper setup.

    Hope that helps?
    Last edited by mmoc6c2e0bc3b9; 2015-10-27 at 11:44 PM.

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