jester602
01-06-2009, 09:45 PM
Shamanism!
'Ey gits; before you step into the lands of Warhammer or you're weary on your build for your mastery or you want to know what you should do this is the place to visit. Book mark it, touch it, reply it, rate it, link it, repair it, and shamanize it! This guide will encompass all about the Shaman with mastery builds, opinions on spells, comparisons, and such. These are my opinions or community suggested opinions and so somethings may not be accepted with some people. If I have some incorrect data or errors tell me! This is one of my more first guides, so help me with the corrections. Beware, this is a very rough guide at the moment. :] Will be fixed up in no time!
Learn the Shaman!
All you need to know! (http://www.warhammeralliance.com/forums/showthread.php?t=56935)
Influence Awards! (Elite) (http://www.warhammeralliance.com/forums/showthread.php?t=137752)
Shaman Bugs (http://www.warhammeralliance.com/forums/showthread.php?t=205108)
Recent Changes to Shaman
Blank.
To be, or BE a Shaman
You, the player, have already decided to be a support class, but you are torn between choices. I'm right, right? I'm double right! For Destruction, you have three choices as a Support player; you can either be a Disciple of Khaine, a Zealot, or a Shaman. You know you want the latter... But, being torn between classes can be a hard thing.
A Shaman versus a Disciple of Khaine, round one! Fight! What really sets us Shamans apart from them are that we are great single-target healers along with the ability to DPS somewhat as efficiently as the Disciple of Khaines. We are somewhat like the border between the Zealot and the Disciple. Also, we are more of the true type of healer when it comes up to staying back and keeping out of sight of the enemy while you are sometimes in the front lines as a Disciple of Khaine. But, I just want to say this; throughout all I've been through, when a Disciple of Khaine is played well, it will out heal you most of the time. They are big power healers and heal very potently.
Our next pairing competition is against the Zealot. Their healing is based on what their situation is and what they would like to heal as. They have all sorts of heals and are very flexible for every situation. Along with that, the Zealot has good damage to go along with it for every tree they go into will also give them damage spells. But, what gives the Shaman a bit more boost up against the Zealot is how the Shaman is able to mediate all aspects of what Mythic expects healers to do; wether it'll be having to DPS, heal, switch to different situations, we (the Shamans) can do it well.
I'd like to say that these above opinions are my own along with some time lurking on the forums and inspecting. If you have any changes or thoughts you want to share, feel free to share them.
Da Abilities
Yer Core Muscles
Flee
Gained at level 1.
Everyone gains this spell. This is your secondary get-away. After using Eeek! to your advantage you usually can use this to get further away from your enemy. But, careful of thing such as ranged attacks and such because you cannot use spells in the time you are running.
'Ey, Quit Bleedin'
Gained at level 3.
This is a great spell; to heal for 1500 with such a low AP cost, throw this on everyone who is taking damage or going into the front lines. It is a great assistance for people who don't get some of your healing attention.
Look Over There!
Gained at level 7.
This is a great spell before you get Stop Hittin' Me! Use it to de-buff for your tank if you are in a dungeon or in RvR when someone is hitting on you. Pun not intended. ;-)
Yer Not So Bad
Gained at level 9.
This is one of your best spells when you are power healing. When you are busy healing and you can get an instant cast, throw it on a healer preferably to stop the enemy healers from healing efficiently or throw it on anyone who isn't about to die. :-P Great way to keep healing going, especially in the heat of the battle.
Gedup!
Gained at level 10.
This is one of the best spells you can get. Resurrections in the heat of the battle; but, the thing is it is a long cast time. But, when paired with the tactic to make it instant cast, you can become a very feared healer.
Greener 'n Cleaner
Gained at level 16.
This isn't as useful in RvR when you are busy healing everyone, nor in dungeons where healing is the most efficient thing you can do as you are trying to keep everyone up. But, where it comes most useful if you are the one to pick up the objective of a scenario, or you see the chance to. Debuff yourself of the DoTs to be able to pick it up. :] Or, someone else.
Eeeek!
Gained at level 25.
This spell is usually your primary get-a-way spell after a good cast of Stop Hittin' Me! It bounces you into a random direction, so be weary of some cases in places such as Tor Anroc or which will bounce you off of a cliff or something to that effect. You don't want to be away from the battle too long!
Mork is da bestest!
Gork'll Fix It
Gained at level 1.
This is a great spell to keep on people for this is a great HoT along with a good starting burst heal. Take this on to spam in your early ranks, but put it in your spell rotation as you rank on and get your bigger heal. This can be spammed for a quick health, but if you want to take someone up higher use the Bigger, Better, An' Greener.
Bleed Fer' Me
Gained at level 6.
When you are in the heat of battle and you have the Waaagh! mechanic to DPS in bursts along with healing. When you cast these types of DoTs on people, just scroll through them with tab targeting.
Bigger, Better, an' Greener
Gained at level 8.
This is a great spell to cast after your HoTs and you just have to keep the person up with bigger heals. Use this sparingly for it can be set back by a lot, and which you have to also make sure your target will survive the cast time.
Don' Feel Nuthin
Gained at level 14.
Casting a shield on someone can be a great advantage to be able to save them at low health and pop a quick heal and get them before the enemy can destroy them. This is only restricted to your group, however. Choose your group wisely.
Gather Round
Gained at level 20.
This is a basic group healing spell. Usually used when you have a person AEing your group or during a large battle where everyone is taking damage individually and it'd be easier to use this than individually healing everyone.
...or Gork?
Brain Bursta
Gained at level 1.
Burst their brains! This is a basic casting damage spell. It is a good spell for such as soloing mobs as an opener.
Life Leaka
Gained at level 2.
This is a spell to use while you're in RvR to tab-target also. Use this when you can.
Bunch o' Waaagh
Gained at level 5.
Damaging spell to use when possible also when soloing; though, you don't want to use this too often. Instant casts are more effective when you want to heal.
Stop Hittin' Me!
Gained at level 30.
The best spell to get away. Use this to lower the damage from enemies around you then throw some instant HoTs on you and pop your Flee! or Eeeek!
Scuse Me!
Gained at level 40.
This spell gets better if you spec into the Gork mastery line for they are more centered on more AE.
Green is Good
'Ere We Go!
Gained at level 4.
As a support class, you support your group and your allies! Achieve that by throwing this on them occasionally for the extra damage.
Mork's Buffer
Gained at level 7.
Always throw this on your group in scenarios, in a new warband, or anything. This always helps with the extra resistance.
Get'n Smarter
Gained at level 12.
This spell is great while soloing when you try to gain some extra damage, or you just want to take some Bright Wizard down from hitting you hard.
Yer A Weaklin'
Gained at level 18.
Secondary ability to use while soloing to reduce monster's damage against you so you are safer against some tougher enemies.
You Got Nuthin!
Gained at level 35.
When you get your Waaagh up, or you just plain stop that Bright Wizard or healer getting in your way just silence them! Useful against classes that are healing themselves while running away and you want to finish them off.
Tactics
Divine Fury
Gained at level 13.
This tactic is a great solo tactic to get some extra damage into your slots, but only if you are specced Gork; thing is if you are specced Mork it doesn't make much of a difference into your tactics.
Subtlety
Gained at level 25.
Useful for dungeons and PvE places especially bosses who have tricky aggravation tables along with additional monsters.
Restorative Burst
Gained at level 29.
This is a great tactic to use in synergy with the Extra Special Mushroom which adds your critical heal chance.
Discipline
Gained at level 19.
Useful for its just plain 'ol adding to your Willpower.
Too Smart For Dat
Gained at level 17.
Decent tactic in terms of trying to defend yourself from DPS, but it is a bit hard to just defend from one type of damage and expect survivability.
RUN AWAY!
Gained at level 23.
Having this tactic can be a bit useful, but other tactics work well for each other. As a Gork Shaman, this maybe a bit more useful to use.
Whazat behind you?!
Gained at level 11.
In soloing and during RvR it becomes useful on how you reduce damage 25% of the time they hit you which would increase your survivability.
Burst O' Waaagh!
Gained at level 15.
This is a great tactic for a Mork/Gork mix, but not as useful as some other tactics you may find.
Ain't Done Yet!
Gained at level 35.
Tactic's chance is a bit too low to be useful; plus, your waaagh will build up relatively quickly so it won't matter as much.
Extra Special Mushrooms
Gained at level 27.
This has great synergy with Restorative Burst in which will help you gain better heals along with more AP to keep you going.
Dat Makes Me Dizzy
Gained at level 31.
Hands down, one of the best tactics. To resurrect someone right when they go down or get someone up so quickly is a great support to your group for oRvR or in scenarios so you hold the line basically.
Mork Is Watchin'
Gained at level 33.
For Gork, this will help your DPS much better with the extra amount of critical hits and extra damage. Same thing as the Extra Special Mushrooms, both are great for their respective mastery.
Git Outta Here!
Gained at level 39.
As useful as Eeeek! is and reducing the cool down can be very useful; not many situations happen in which you may have to use Eeeek! Therefore, we can replace this with a better tactic(s).
Get Movin'!
Gained at level 37.
This can become very good support, actually...Really good support. But, as a Mork Shaman, you may want to be more towards healing and keeping your buddies up. Though, this can be a viable candidate for a support shaman.
Green Cleanin'
Gained at level 21.
As the spell it requires to proc you won't use as much as most other skills, this won't be as useful as other skills.
Morale Abilities
Rank One
Steal Life
Gained at level 16.
This spell is a not a very comparable skill to the other rank one morales for this one is less effective, even as Gork spec where as you'd want to go for Gork Sez Stop.
Divine Favor
Gained at level 8.
First morale, and probably the best to put on as a healing spec. This is a great tool to use as a Mork spec; when people are low and need a heal, but you can't just give them too much attention you can just slap on a HoT (or two) and throw this on and they'll be good to go.
Gork Sez Stop
Gained at level 28.
This is the most fun, exciting, morale spell you have in your roster. Even though some people have add-ons that tell them to stop moving because this was put on, keep in mind this is still very powerful. It can basically kill anyone chasing after you, people who keep moving, and basically every mob. Though, you need to keep a DoT on your mob to keep it from being off. For some reason, if you turn your back to the mob (not a player) the Gork Sez Stop goes off.
Rank Two
Rampaging Siphon
Gained at level 12.
I have the same reason as the Steal Life. Some group morales don't work as well such as maybe not everyone is in the battle or it won't be as effective as another group spell you may have. This can a bit be an arguably useable along with Steal Life. But, for myself, I find this less effective than what you may have in your rank 2 roster.
Focused Mind
Gained at level 20.
Now, this is a great morale. Great way to get away while popping your power heal on your way out. Also, this can help getting your long casts faster to finish off someone or just before they push.
Breath of Mork
Gained at level 32.
Best morale to use in keeps and tight situations (ooh! another pun!). When you are in places or your teammates are jam packed together you can do mass healing, especially when you have AE'ers attacking your group.
Rank Three
Divine Protection
&
You Weren't Using Dat
Gained at level 24 & level 36.
Better choice to choose Divine Protection for both specs; if you use You Weren't Using Dat you could've used Yer Not So Bad instead. Because the point of regaining the AP is to keep your flow of spells going and if you are staying true to the Waaagh system, throwing on some heals you can get a few of the AP steal spells in the time of gaining to the rank 3 morale.
Rank Four
Alter Fate
Gained at level 40.
This is the one to put on during boss fights for the only way to resurrect someone is using this morale and this is the only morale you are able to use I believe. Slap this on when you can if someone is dead. But, less effective during RvR.
Mastery skills!
Mork Mastery
Nuthin' But Da WAAAGH!
At mastery level 3.
As a support Shaman, this is effective but this is sub-par compared to keeping your allies alive. But, if your job is to support and help your allies gain strength instead of putting healing on your first priority, this can be a great tactic.
I'll Take That!
At mastery level 5.
With the cast time and the amount of healing it does it isn't as effective for damaging people. Use Bleed Fer Me instead if you like the same mechanic.
Lookit What I Did!
At mastery level 7.
Same reason as the other support tactic, though this is a great tactic to be able to spam heal yourself with the amount of action points you receive back, but it just doesn't make the cut as it is sub-par compared to the healing-centric tactics.
Do Sumfin Useful
At mastery level 9.
With 35 action points to spare you can put a very nice HoT on your buddy(s). To have a nice HoT that applies a great buff of toughness, you can't resist!
Pass It On
At mastery level 11.
Seemingly broken as said by the Shaman community; but this is also another great mass heal for clumped up allies. Again, a bit sub-par for healing spec.
Shrug It Off
At mastery level 13.
A good tactic for its group resurrection. But, with Dat Makes Me Dizzy tactic put on for healing spec, which I recommend, this becomes a bit useless. This is mostly to use during large battles in which more people are dying easier and you can take up 3 people pretty easily but the large cool-down time and the so situational use it becomes less useful.
Feelz No Pain
At mastery level 15.
As a healer, you will be able to get your R4 morale up more often because you will be in the back and you won't die as often as others. As a Mork Shaman, this can become useful in large scale battles and very useful with the front line group such as tank or melee DPS.
Gork Mastery
Leaky Brainz
At mastery level 3.
This is great to take healer's and caster's usefulness down. But, when you are just using this to make them more useless, and not to help take them down easier (but, it will make them nuke you less or heal other people less efficiently) it will better to take up the tactic slot with a more damage centered tactic.
Big Waaagh!
At mastery level 5.
This is a great finisher spell for a person getting away for just a plain burst damage spell. With the good quick cast time and the low amount of action points you can take this to take someone down, or put it into your spell rotation.
Mork's Touch
At mastery level 7.
This is essentially useless. For if taking some blessings off of the few classes that have them it won't change the tide of battle along with it isn't worth it taking up a tactic slot for this. The damage is also minimal in terms of what you can do in the time. I'd recommend skipping this tactic, for it is a trap.
Da Waaagh! Is Coming
At mastery level 9.
This spell is weak, but a very cool concept of spreading amongst their allies. How evil! But, not worth getting because of being very weak in aspect of trying to AE your enemies and the long cast it requires.
Hurts, Don't It?
At mastery level 11.
This is a great tactic to tack onto your tactic set because it is easy to put this on people being chased down for a quick finish or to support your allies by taking down a lot of toughness from your enemy.
Geddoff!
At mastery level 13.
This spell is very cool! Using it on keep walls or any high up place to get revenge on someone, just use this to knock them down! Though it is a bit weak, it is more of the aspect of getting people around the target, and the target to get knocked away.
Fists of Gork
At mastery level 15.
As a caster, you can build up your morale easier than most other classes that are in the front lines and may die easier. This is a great morale to just beat down your enemies with this AE spell and knock them away for a quick get-away if you like to run in there and just cast it.
'Ey gits; before you step into the lands of Warhammer or you're weary on your build for your mastery or you want to know what you should do this is the place to visit. Book mark it, touch it, reply it, rate it, link it, repair it, and shamanize it! This guide will encompass all about the Shaman with mastery builds, opinions on spells, comparisons, and such. These are my opinions or community suggested opinions and so somethings may not be accepted with some people. If I have some incorrect data or errors tell me! This is one of my more first guides, so help me with the corrections. Beware, this is a very rough guide at the moment. :] Will be fixed up in no time!
Learn the Shaman!
All you need to know! (http://www.warhammeralliance.com/forums/showthread.php?t=56935)
Influence Awards! (Elite) (http://www.warhammeralliance.com/forums/showthread.php?t=137752)
Shaman Bugs (http://www.warhammeralliance.com/forums/showthread.php?t=205108)
Recent Changes to Shaman
Blank.
To be, or BE a Shaman
You, the player, have already decided to be a support class, but you are torn between choices. I'm right, right? I'm double right! For Destruction, you have three choices as a Support player; you can either be a Disciple of Khaine, a Zealot, or a Shaman. You know you want the latter... But, being torn between classes can be a hard thing.
A Shaman versus a Disciple of Khaine, round one! Fight! What really sets us Shamans apart from them are that we are great single-target healers along with the ability to DPS somewhat as efficiently as the Disciple of Khaines. We are somewhat like the border between the Zealot and the Disciple. Also, we are more of the true type of healer when it comes up to staying back and keeping out of sight of the enemy while you are sometimes in the front lines as a Disciple of Khaine. But, I just want to say this; throughout all I've been through, when a Disciple of Khaine is played well, it will out heal you most of the time. They are big power healers and heal very potently.
Our next pairing competition is against the Zealot. Their healing is based on what their situation is and what they would like to heal as. They have all sorts of heals and are very flexible for every situation. Along with that, the Zealot has good damage to go along with it for every tree they go into will also give them damage spells. But, what gives the Shaman a bit more boost up against the Zealot is how the Shaman is able to mediate all aspects of what Mythic expects healers to do; wether it'll be having to DPS, heal, switch to different situations, we (the Shamans) can do it well.
I'd like to say that these above opinions are my own along with some time lurking on the forums and inspecting. If you have any changes or thoughts you want to share, feel free to share them.
Da Abilities
Yer Core Muscles
Flee
Gained at level 1.
Everyone gains this spell. This is your secondary get-away. After using Eeek! to your advantage you usually can use this to get further away from your enemy. But, careful of thing such as ranged attacks and such because you cannot use spells in the time you are running.
'Ey, Quit Bleedin'
Gained at level 3.
This is a great spell; to heal for 1500 with such a low AP cost, throw this on everyone who is taking damage or going into the front lines. It is a great assistance for people who don't get some of your healing attention.
Look Over There!
Gained at level 7.
This is a great spell before you get Stop Hittin' Me! Use it to de-buff for your tank if you are in a dungeon or in RvR when someone is hitting on you. Pun not intended. ;-)
Yer Not So Bad
Gained at level 9.
This is one of your best spells when you are power healing. When you are busy healing and you can get an instant cast, throw it on a healer preferably to stop the enemy healers from healing efficiently or throw it on anyone who isn't about to die. :-P Great way to keep healing going, especially in the heat of the battle.
Gedup!
Gained at level 10.
This is one of the best spells you can get. Resurrections in the heat of the battle; but, the thing is it is a long cast time. But, when paired with the tactic to make it instant cast, you can become a very feared healer.
Greener 'n Cleaner
Gained at level 16.
This isn't as useful in RvR when you are busy healing everyone, nor in dungeons where healing is the most efficient thing you can do as you are trying to keep everyone up. But, where it comes most useful if you are the one to pick up the objective of a scenario, or you see the chance to. Debuff yourself of the DoTs to be able to pick it up. :] Or, someone else.
Eeeek!
Gained at level 25.
This spell is usually your primary get-a-way spell after a good cast of Stop Hittin' Me! It bounces you into a random direction, so be weary of some cases in places such as Tor Anroc or which will bounce you off of a cliff or something to that effect. You don't want to be away from the battle too long!
Mork is da bestest!
Gork'll Fix It
Gained at level 1.
This is a great spell to keep on people for this is a great HoT along with a good starting burst heal. Take this on to spam in your early ranks, but put it in your spell rotation as you rank on and get your bigger heal. This can be spammed for a quick health, but if you want to take someone up higher use the Bigger, Better, An' Greener.
Bleed Fer' Me
Gained at level 6.
When you are in the heat of battle and you have the Waaagh! mechanic to DPS in bursts along with healing. When you cast these types of DoTs on people, just scroll through them with tab targeting.
Bigger, Better, an' Greener
Gained at level 8.
This is a great spell to cast after your HoTs and you just have to keep the person up with bigger heals. Use this sparingly for it can be set back by a lot, and which you have to also make sure your target will survive the cast time.
Don' Feel Nuthin
Gained at level 14.
Casting a shield on someone can be a great advantage to be able to save them at low health and pop a quick heal and get them before the enemy can destroy them. This is only restricted to your group, however. Choose your group wisely.
Gather Round
Gained at level 20.
This is a basic group healing spell. Usually used when you have a person AEing your group or during a large battle where everyone is taking damage individually and it'd be easier to use this than individually healing everyone.
...or Gork?
Brain Bursta
Gained at level 1.
Burst their brains! This is a basic casting damage spell. It is a good spell for such as soloing mobs as an opener.
Life Leaka
Gained at level 2.
This is a spell to use while you're in RvR to tab-target also. Use this when you can.
Bunch o' Waaagh
Gained at level 5.
Damaging spell to use when possible also when soloing; though, you don't want to use this too often. Instant casts are more effective when you want to heal.
Stop Hittin' Me!
Gained at level 30.
The best spell to get away. Use this to lower the damage from enemies around you then throw some instant HoTs on you and pop your Flee! or Eeeek!
Scuse Me!
Gained at level 40.
This spell gets better if you spec into the Gork mastery line for they are more centered on more AE.
Green is Good
'Ere We Go!
Gained at level 4.
As a support class, you support your group and your allies! Achieve that by throwing this on them occasionally for the extra damage.
Mork's Buffer
Gained at level 7.
Always throw this on your group in scenarios, in a new warband, or anything. This always helps with the extra resistance.
Get'n Smarter
Gained at level 12.
This spell is great while soloing when you try to gain some extra damage, or you just want to take some Bright Wizard down from hitting you hard.
Yer A Weaklin'
Gained at level 18.
Secondary ability to use while soloing to reduce monster's damage against you so you are safer against some tougher enemies.
You Got Nuthin!
Gained at level 35.
When you get your Waaagh up, or you just plain stop that Bright Wizard or healer getting in your way just silence them! Useful against classes that are healing themselves while running away and you want to finish them off.
Tactics
Divine Fury
Gained at level 13.
This tactic is a great solo tactic to get some extra damage into your slots, but only if you are specced Gork; thing is if you are specced Mork it doesn't make much of a difference into your tactics.
Subtlety
Gained at level 25.
Useful for dungeons and PvE places especially bosses who have tricky aggravation tables along with additional monsters.
Restorative Burst
Gained at level 29.
This is a great tactic to use in synergy with the Extra Special Mushroom which adds your critical heal chance.
Discipline
Gained at level 19.
Useful for its just plain 'ol adding to your Willpower.
Too Smart For Dat
Gained at level 17.
Decent tactic in terms of trying to defend yourself from DPS, but it is a bit hard to just defend from one type of damage and expect survivability.
RUN AWAY!
Gained at level 23.
Having this tactic can be a bit useful, but other tactics work well for each other. As a Gork Shaman, this maybe a bit more useful to use.
Whazat behind you?!
Gained at level 11.
In soloing and during RvR it becomes useful on how you reduce damage 25% of the time they hit you which would increase your survivability.
Burst O' Waaagh!
Gained at level 15.
This is a great tactic for a Mork/Gork mix, but not as useful as some other tactics you may find.
Ain't Done Yet!
Gained at level 35.
Tactic's chance is a bit too low to be useful; plus, your waaagh will build up relatively quickly so it won't matter as much.
Extra Special Mushrooms
Gained at level 27.
This has great synergy with Restorative Burst in which will help you gain better heals along with more AP to keep you going.
Dat Makes Me Dizzy
Gained at level 31.
Hands down, one of the best tactics. To resurrect someone right when they go down or get someone up so quickly is a great support to your group for oRvR or in scenarios so you hold the line basically.
Mork Is Watchin'
Gained at level 33.
For Gork, this will help your DPS much better with the extra amount of critical hits and extra damage. Same thing as the Extra Special Mushrooms, both are great for their respective mastery.
Git Outta Here!
Gained at level 39.
As useful as Eeeek! is and reducing the cool down can be very useful; not many situations happen in which you may have to use Eeeek! Therefore, we can replace this with a better tactic(s).
Get Movin'!
Gained at level 37.
This can become very good support, actually...Really good support. But, as a Mork Shaman, you may want to be more towards healing and keeping your buddies up. Though, this can be a viable candidate for a support shaman.
Green Cleanin'
Gained at level 21.
As the spell it requires to proc you won't use as much as most other skills, this won't be as useful as other skills.
Morale Abilities
Rank One
Steal Life
Gained at level 16.
This spell is a not a very comparable skill to the other rank one morales for this one is less effective, even as Gork spec where as you'd want to go for Gork Sez Stop.
Divine Favor
Gained at level 8.
First morale, and probably the best to put on as a healing spec. This is a great tool to use as a Mork spec; when people are low and need a heal, but you can't just give them too much attention you can just slap on a HoT (or two) and throw this on and they'll be good to go.
Gork Sez Stop
Gained at level 28.
This is the most fun, exciting, morale spell you have in your roster. Even though some people have add-ons that tell them to stop moving because this was put on, keep in mind this is still very powerful. It can basically kill anyone chasing after you, people who keep moving, and basically every mob. Though, you need to keep a DoT on your mob to keep it from being off. For some reason, if you turn your back to the mob (not a player) the Gork Sez Stop goes off.
Rank Two
Rampaging Siphon
Gained at level 12.
I have the same reason as the Steal Life. Some group morales don't work as well such as maybe not everyone is in the battle or it won't be as effective as another group spell you may have. This can a bit be an arguably useable along with Steal Life. But, for myself, I find this less effective than what you may have in your rank 2 roster.
Focused Mind
Gained at level 20.
Now, this is a great morale. Great way to get away while popping your power heal on your way out. Also, this can help getting your long casts faster to finish off someone or just before they push.
Breath of Mork
Gained at level 32.
Best morale to use in keeps and tight situations (ooh! another pun!). When you are in places or your teammates are jam packed together you can do mass healing, especially when you have AE'ers attacking your group.
Rank Three
Divine Protection
&
You Weren't Using Dat
Gained at level 24 & level 36.
Better choice to choose Divine Protection for both specs; if you use You Weren't Using Dat you could've used Yer Not So Bad instead. Because the point of regaining the AP is to keep your flow of spells going and if you are staying true to the Waaagh system, throwing on some heals you can get a few of the AP steal spells in the time of gaining to the rank 3 morale.
Rank Four
Alter Fate
Gained at level 40.
This is the one to put on during boss fights for the only way to resurrect someone is using this morale and this is the only morale you are able to use I believe. Slap this on when you can if someone is dead. But, less effective during RvR.
Mastery skills!
Mork Mastery
Nuthin' But Da WAAAGH!
At mastery level 3.
As a support Shaman, this is effective but this is sub-par compared to keeping your allies alive. But, if your job is to support and help your allies gain strength instead of putting healing on your first priority, this can be a great tactic.
I'll Take That!
At mastery level 5.
With the cast time and the amount of healing it does it isn't as effective for damaging people. Use Bleed Fer Me instead if you like the same mechanic.
Lookit What I Did!
At mastery level 7.
Same reason as the other support tactic, though this is a great tactic to be able to spam heal yourself with the amount of action points you receive back, but it just doesn't make the cut as it is sub-par compared to the healing-centric tactics.
Do Sumfin Useful
At mastery level 9.
With 35 action points to spare you can put a very nice HoT on your buddy(s). To have a nice HoT that applies a great buff of toughness, you can't resist!
Pass It On
At mastery level 11.
Seemingly broken as said by the Shaman community; but this is also another great mass heal for clumped up allies. Again, a bit sub-par for healing spec.
Shrug It Off
At mastery level 13.
A good tactic for its group resurrection. But, with Dat Makes Me Dizzy tactic put on for healing spec, which I recommend, this becomes a bit useless. This is mostly to use during large battles in which more people are dying easier and you can take up 3 people pretty easily but the large cool-down time and the so situational use it becomes less useful.
Feelz No Pain
At mastery level 15.
As a healer, you will be able to get your R4 morale up more often because you will be in the back and you won't die as often as others. As a Mork Shaman, this can become useful in large scale battles and very useful with the front line group such as tank or melee DPS.
Gork Mastery
Leaky Brainz
At mastery level 3.
This is great to take healer's and caster's usefulness down. But, when you are just using this to make them more useless, and not to help take them down easier (but, it will make them nuke you less or heal other people less efficiently) it will better to take up the tactic slot with a more damage centered tactic.
Big Waaagh!
At mastery level 5.
This is a great finisher spell for a person getting away for just a plain burst damage spell. With the good quick cast time and the low amount of action points you can take this to take someone down, or put it into your spell rotation.
Mork's Touch
At mastery level 7.
This is essentially useless. For if taking some blessings off of the few classes that have them it won't change the tide of battle along with it isn't worth it taking up a tactic slot for this. The damage is also minimal in terms of what you can do in the time. I'd recommend skipping this tactic, for it is a trap.
Da Waaagh! Is Coming
At mastery level 9.
This spell is weak, but a very cool concept of spreading amongst their allies. How evil! But, not worth getting because of being very weak in aspect of trying to AE your enemies and the long cast it requires.
Hurts, Don't It?
At mastery level 11.
This is a great tactic to tack onto your tactic set because it is easy to put this on people being chased down for a quick finish or to support your allies by taking down a lot of toughness from your enemy.
Geddoff!
At mastery level 13.
This spell is very cool! Using it on keep walls or any high up place to get revenge on someone, just use this to knock them down! Though it is a bit weak, it is more of the aspect of getting people around the target, and the target to get knocked away.
Fists of Gork
At mastery level 15.
As a caster, you can build up your morale easier than most other classes that are in the front lines and may die easier. This is a great morale to just beat down your enemies with this AE spell and knock them away for a quick get-away if you like to run in there and just cast it.