This is not a shaman spec thread, this is a thread discussing hybrid roles with theorycraft to back it up. I only know about shamans as that's all I've played, so naturally all my examples are from that class.
Perhaps a raid could benefit from an "off spec", and different play styles can become more common, without damaging a raid. Convincing raid leaders and other non-hybrids that there is a viable raid spec and playstyle beyond the expected can be a difficult task, and experience may prove this whole argument to be moot. We'll just have to wait and see, but speculations like these early on may provoke food for thought when the expansion comes along.
Thus far shamans, paladins, and druids have been more or less pigeonholed into a healing role in end-game encounters. As a shaman who has been raiding endgame for some time now, I have explored the different available talents and gear for shaman, and I can say from experience that maximizing the ability to heal is the best way to support the raid as a shaman.
Right now, the added support of totems is just as available to a resto shaman as any other spec, with the exception of mana tide, which of course requires 31 in resto. A shaman hurling bolts constantly or swinging a WF bat is just wasting a raid slot, because our current ability to heal effectively far outweighs to DPS. Sure, you can toss in some damage occasionally, but you can't be
dedicated to DPS.
Summary for the TLDRs: A BC Enhancement shaman adds 326AP to 1000AP unbuffed rogues. Net mana use is a theorycrafted 0-1200 mana deficit every 2 minutes. Hypothesis: an ehancement shaman focused this way heals no one, but maintains a "raid DPS" equivalent to a rogue
To start, I wanted to explore the Enhancement tree. Enhancement to date is so incredibly bad outside of a battleground (it's not that great there, either), that mentioning "endgame" in the same sentence is the setup to a joke. With the new talents, I think we can try something new.
0/47/14 Enhancement
With
endgame melee DPS gear available right now, the talents I linked, the Strength enchantments listed in
this thread, and a Deathbringer or Misplaced Servo Arm in the offhand (chosen simply because they are unlikely to be highly desired by other classes), a shaman would have:
289 Strength
18% chance to hit
25% chance to crit
around 1000 AP unbuffed
3800ish Mana
4100ish HP
Now, I am not gonna theorycraft out the DPS of the shaman, because the math of including Windfury, dual wield miss rate, Flurry, etc, is a giant headache. I would concede that even considering all those things, the shaman fleshed out this way doing nothing but melee and using stormstrike every time it's up would only produce something like 60-70% or less of a rogue's DPS.
So who cares? Well, based on
SoE totem rank 6 curse-gaming data mining, and extrapolating that a new rank of GoA totem has the same value, each of these totem would yield 99 to their respective stats with talents. Of course, that's only 12 points into Enhancement. But then there's the gem of the tree:
Unleashed Rage
Tier 6
5/5 points: Causes critical hits with your melee attacks to increase the attack power of all group members by 10%.
Let the theorycraft begin! Lets see how much we can improve a rogue's AP
Unbuffed AP: 1000
AP from SoE: 99
AP from GoA: 99
AP from improved Mark of the wild: 81 (27str, 27agi)
Add it all together, and you have 1277AP. 10% increase from Unleashed rage: 128AP.
The grand total from an enhancement shaman:
326AP for every 1000base AP rogue in the group. A warrior gets a little less AP, but more crit from AGI, and of course Imp Battle Shout isn't included in the calculations. Hunters get less bonus AP because STR doesn't help, but again, trueshot aura isn't included. Suffice to say, a group could be stacked with melee and the enhancement shaman would boost the DPS significantly.
Well, that extra 10% requires a crit at least once every 10 seconds. Dual wielding 2 Misplaced Servo Arms at 2.8 speed, 18% to hit and 30% crit (don't forget GoA totem), you can pretty much guarantee that crit once every 10 sec.
What about mana? 3800 is next to nothing!! Well, GoA, SoE(225 mana each with talents), Stormstrike every time it's up(200 mana at level 60), over 2 minutes is 1650 mana. The new rank of Windfury weapon is 200 mana every 5 min, so over 2 minutes it's 80 mana. So total mana usage is 1730 mana every 2 minutes. This brings up the new 41 point talent:
Shamanistic Rage
174 mana, 30 sec duration, 2 min cooldown
Gives your melee attacks a chance to restore mana equal to 20% of your strength.
2 weapons, 2.8 speed, stormstrike with 2 weapons twice = 24 swings. With 18% to hit, It's not unreasonable to assume 22 of those swings land on average. With SoE totem and MotW, Strength is at 415. 20% of that is 83. If 100% of those swings proc the talent, thats 1826 mana. For the sake of argument, lets assume you manage to get ahold of a Pugio and Harbinger of Doom (we know rogues won't let those go, but this is Theorycraft!), that's about 35 successful hits. 35*83 mana =2905 mana.
You can deduce the mana recovered from the proc rate from that. We know Blizzard is a big fan of overcompensating for balance, so let's say the proc rate is 30%. 30% of the dual servo arms mana recovery is 600 mana, and 871 for the daggers. Even at something that low, 600 mana is an enormous amount.
The down side: Technically, the only added AP past 12 points in Enhancement is the 10% from unleashed rage. One could easily spec 0/12/49 and be a spectacular raid healer and include the basic totems.
Now, of course, none of this hypothesis takes into account gear down the road. Who knows? Maybe it will turn out that being a healer is the best way to go.
Edit: fixed rogue AP math