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Home >> Article>> Warhammer Gold Guides >> War Gold: The Early Levels of a Shaman
War Gold: The Early Levels of a Shaman
Posted: 02/15/2009

Many consider this to be the hardest time in the life of a Shaman. Actually, it is hard to control very well but it could give players more helpful, such as gathering War gold and Warhammer powerleveling. When you first time to log into the War world, your Shaman level is so low. You must lose a lot of interesting and exciting quests. You may feel like you can never keep up with the healing and your damage isn't much better. However, don’t worry about it. We will suggest you how to pass the early hardest time in Warhammer world that will enhance the interesting and exciting of you in getting Warhammer gold and other rewards.

Levels 1-4: You start your career off with two very simple spells: Brain Bursta (bolt nuke) and Gork'll Fix (heal with a HoT (Heal over time) component.) Combat at level 1 is very simple. You are easy getting enough War experience (War power-leveling) to level up but not much Warhammer gold. You find an enemy, get yourself to max range, and cast Brain Bursta over and over. It really doesn't get much easier than that. When your fight is over, or in the middle of the fight if necessary, heal yourself then continue on to the next mob. At level 2 you will receive Life Leak (DoT) which makes life a little easier when soloing. I find it best to lead off with at least two Brain Bursta's from max range then using Life Leaka before continuing to Brain Bursta the mob util it dies. Level 3 gives you a new HoT which will also help. At level 4 you will receive 'Ere we go! which is pretty much only ideal in groups because it buffs melee damage for ONE hit. Use it sparingly when soloing.

Levels 5-13: This is when life begins to change drastically for a Shaman, although not at all like it does in the late teens. At level 5 we receive Bunch o' Waaagh which is our channeled nuke. This makes all the difference in the world for our damage output and ability to solo early on because of its burst damage. If you're doing much RvR at level 5 you will also notice it packs a nasty punch and scares players into retreating to get out of range. Ideally when soloing you will want to lead off with Brain Bursta, then Life Leaks, then Bunch o' Waaagh. At level 6 we receive a notable ability that DoT's the enemy and heals your defensive target over time. This is very handy for keeping yourself alive when soloing multiple mobs or trying to live in RvR. In Warhammer world , there is still PvP that is very good ways to gathering War experience to level up and cheap War gold, but we don’t recommend you to do PvP because you are too weakest at this time. The other abilities worth mentioning are Bigger, Better, an' Greener (Our big heal) and Divine Favor (our first morale ability that heals for a lot). Overall you should have no big problems in PvE at this level range but you may find your healing and survivability in RvR to be rather lacking. This is normal.

Level 14: This is where the tide begins to slowly turn for us. If you haven't noticed by now we are very squishy and will die in 4-5 hits from almost any class. At level 14 we receive our damage absorption shield will will allow us to live just a couple of hits longer. Many times just a few hits can be the difference between life and death. By level 14 you should have a strong understanding of your damage capabilities. In PvE you won't have much trouble pulling with a couple brain burstas then stacking your DoT's and burst o waaaghing the mobs to death. In RvR you'll notice that you do almost no damage to beefy characters like tanks or to anyone being healed. Pick your targets wisely!

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