DISCLAIMER: This is an experiment that I have decided to engage in--something that I chose to do for fun to shake things up a bit.  I am not attempting to seriously imply the viability of a tanking shaman in endgame raiding, so please spare me the "lol ur wasting your time", "have fun playing lv60 alone" posts.  This is more about entertaining an idea than anything else.
 
	 
 
	With that out of the way, I came upon this idea one day when I was looking through all of the Shaman spells and talents as I was considering making my first character on the Elysium server a shaman (This is my first time playing one so it has been quite the learning experience).  Before I actually got into the gameplay, I noticed a handful of things with the vanilla Shaman's kit; namely they had a handful of spells that allowed them to generate additional threat or take aggro away from the party.  Quite a few of their totems seemed oriented towards defensive play as well.  Then I looked at the talents and noticed a good chunk of the Enhancement tree seemed focused on damage mitigation.  Combined with the fact that Shamans can naturally equip shields and later upgrade their leather armor to mail, I thought to myself that maybe a shaman can pull off a tanking role with the right setup.  That's pretty much the gist of things.
 
	 
 
	The talent build (Tentative): http://db.vanillagaming.org/?talent#hxsZAb00xxzZVoez0xo
 
	The Enhancement tree is pretty self-explanatory; invest in the talents that will improve my durability up until I get down to Parry.  Nothing beyond that is really helpful for tanking.  The choice between 2% more mana and better Stoneskin+Grounding CDR seems a bit moot. 
	Then there's the Restoration tree, which has a few very important talents.  Nature's Swiftness is the key here, which can effectively serve as an emergency self-heal in a pinch.  Extra 3% hit chance from Nature's Guidance is always welcome, and reduces the odds of Earth Shock getting resisted.  Totemic Focus+Mastery are taken due to the amount of totem usage and the need to save mana on longer fights.  The rest of the talents are up for debate.  There could be a justification to take Improved Healing Wave+Healing Focus to allow for mid-tanking heals, but it would only be effective in pulls involving one or two targets, and only if the enemies aren't outdamaging the healing.  Otherwise I'm sticking with Tidal Focus+Tidal Mastery. 
	The last handful of points go into Elemental; Reducing the mana expendeture on Earth Shock is a given, The rest of the points go into Earth's Grasp and Elemental Warding; which one should be maxed over the other is up for debate.
 
	 
 
	Spell analysis (updated)
 
	Just going to mull over the spells and what I understand of their usage as it applies to tanking.
 
	Rockbiter Weapon: The only weapon buff that should ever be used when tanking, as it increases threat generation from every white hit. Earth Shock: The primary aggro-building spell to be used whenever more threat needs to be built up.  Also has the added benefit of interrupting spellcasts. Frost Shock: Assuming your party is lacking in slows, this is useful to slow down low-health enemies as they start fleeing. Chain Lightning: It's main purpose is for pulling; starts you off with some aggro on all of the enemies in a group pull. Purge: Can remove some annoying enemy buffs, don't forget about it. Stoneskin Totem: Shores up your defense a bit.  Not too impressive but when Stoneclaw is on cooldown what else is worth putting down? Healing Stream Totem: Even with talents it apparently provides too little regeneration to offset damage taken.  Only used if there is another shaman in the group. Mana Spring Totem: The only water totem worth using outside of poison/disease cleansing on those situational pulls (and everyone can benefit from a little mana regen). Stoneclaw Totem: Helps keep some of the damage off of you in larger pulls. Earthbind Totem: Very useful for kiting situations, can also help keep fleeing enemies from running too far (along with frostshock). Grounding Totem: Effectively negates one targeted enemy spell whenever it's ready.  Very important against casting foes, and combined with Earth Shock can completely neuter casting enemies.  Otherwise... Grace of Air Totem: When Grounding Totem isn't necessary, this should always be up.  More agility actually adds to your defensive stats. Status-curing Totems (Tremor, Poison/Disease-Cleasing): Situational, to be used in fights where avoiding status is more important than damage mitigation.  Single-target cleanses can be used in less demanding situations to avoid using a totem slot--though this option isn't available for Tremor Totem. Resistance Totems (Fire/Frost/Nature): Situational, to be used whenever there is a significant presence of element-based damage. Nature's Swiftness: Mentioned in the talents, this can effectively give you a second wind via enabling an instant Healing Wave to keep you in a tough fight longer.
 
	Anything else I haven't mentioned isn't relevant to tanking or is just kind of there, like Reincarnation (always nice in the event of wipes).  Damaging fire totems are too heavy on MP cost for too little damage contribution and do not help with threat generation, same with Lightning Shield (it does generate some threat but it's too costly to keep up).   You're not going to be casting heals mid-tanking, and the other weapon buffs do not provide Rockbiter's threat generation.  There are a few things like Windfury Totem that can be nice for some parties to benefit from but if placing one means giving up a Grounding Totem that could prove more useful for the pull, you might want to reconsider.
 
	 
 
	Equipment/stat theorycrafting
 
	Here's where things start to get a little complicated.  This part of my post is also something of a work-in-progress, as at my current level I'm not going to be seeing much of that gear that boosts defense or dodge chance, etc.  I'd really like to experiment a lot more with this as I go along, but gold and loot rolls can be an issue.
 
	First off, let's take a look at the attributes. Strength: Increases attack power and amount of damage blocked with a shield.  More damage means a bit more threat, and extra block mitigation is nice to have. Stamina: Increases health.  This should be on most of the gear. Agility: Increases ranged power, crit chance, armor and dodge chance.  Those last two parts are what's relevant, and would be good to have on your gear. Intellect: Increases mana pool, spell power and spell critrate.  Extra mana is nice, but from my experience not a whole lot is necessary. Spirit: Increases Health regen (when not in combat) and mana regen (when not casting after 5 secs).  Not terribly useful given how often you may be using Shocks and totem switching.
 
	I'd say the stat priority would be something like this: 
	Stamina > Agility > Strength > Intellect > Spirit According to Asherdoom, the priority should look like this: Stamina > Intellect > Agility > other stats (though I'm going to give a slight edge to Strength over Spirit), it's still a throwaway compared to the priority stats)
 
	More health is always important for tanking.  Apparently Intellect is more useful than I thought even though mana isn't a huge concern for the tanking shaman with a respectable amount of it, I can see how the additional damage and crit potential could lead to better threat generation and give you a bit more damage.  After a bit of playing around I realized the armor boost from Agility is actually very negligible, but the dodge bonus is quite significant with enough stacking so it's possible to get a good dodge rating.  Other stats are a throwaway because white damage is minor compared to spell damage (we're talking 60-80ish swing damage vs. over 200 from shocks at LV36) and it takes too much strength investment at low levels for block reduction to be prominent.  Spirit does jack squat when you're constantly throwing around Earth Shocks and totems (meaning mana pool requires more of a priority than mana regeneration, period)
 
	Then there's all the secondary stats to look at.  Armor, Hit%, dodge%, etc. 
	Armor-wise, the vast majority of it comes from the shaman's shield, so having a good shield means a lot.  Attributes matter more on the armor pieces, but armor rating and stat presence on armor tend to go hand-in-hand anyways.
 
	I intend to stat posting links to my equipment and prospective items after I do a bit of upgrading.
 
	 
 
	My current experience as a shaman tank
 
	The leveling experience is... pretty harsh.  Assuming you are actively building the talents I linked earlier, solo leveling is slow and you will feel like an absolute weakling in most PvP situations (seriously, you're better off supporting others than trying to fight on your own).  Sure, you will be able to survive against mobs for a good while, but all that fun ends the instant an Alliance decides to pick on you while you're mana-starved and just trying to outlast your target through attrition.  So I always tried to get into groups once I realized this, even if it's just a duo questing it's better than hoping you will just be left to your own devices (if you're on a PvE realm, then disregard everything I said about PvP).  Aside from that, there's always instance dungeoning if you can't handle the world, right?
 
	Sadly, I wasn't able to get accepted into the lower-level dungeons as a tanking shaman.  I was always expected to heal--which okay, fine, it's not like Resto speccing makes a huge difference until Nature's Swiftness so I just put up with it.  It wasn't until I ran Razorfen Kraul that I was given a chance to do so, at LV33. Which... isn't saying a whole lot.  RFK is a pretty tame instance aside from the parts involving the stalkers, and with some form of crowd control it's not much of a problem, even for a shaman tank. The only real strain was on the healer to keep me alive against some of the later mobs--Razorfen Champions are quite beefy and hit pretty hard too.
 
	The Scarlet Monastery Graveyard was my next foray into shaman tanking.  I was LV36 at this point now, so I'm a bit overleveled for this dungeon.  That said, the four Torturers near the beginning can be quite tough to handle without some CC--and I don't recall my party employing any despite having a mage and a warlock present (my party also had another shaman and a shadow priest).  This is a very easy instance beyond that, so nothing much to go into. 
	After that, I did the library with the same group (so still LV36).  The hardest part of this run was Houndmaster Loksey.  Taking on four enemies at once is quite brutal, and some kiting tactics ended up being employed here after we wiped the first time (mage would freeze the dogs, I would drop an Earthbind, warlock would fear one afterwards while we try to focus them down one by one).  The rest of the instance proceeded quite smoothly, though we had two wipes--one as a result of a party member disconnecting right after I pulled and another where a party member walked too close to a group I intended to skip during a fight (neither of which were my fault as you can see).  Having crowd control really helps relieve the pressure on me, and the healing enemies are not a problem with the constant Earth Shocks being thrown at them.  Arcanist Doan doesn't put much pressure on a shaman tank at all due to his spellcaster nature.
 
	Level 40 now, and you know what that means: Chain Mail!  The increase in armor boosted my mitigation vs. same level targets by about 9% according to my equipment screen, which is quite the upgrade (My equipment which is mostly greens I got off the AH sits around 2950 armor).  I felt this was a good time to attempt the Armory.  This instance draws in a lot of shamans and warriors who want that Herod loot (as an aside, I don't find his loot or any of the Scarlet set to be terrific shaman tank gear), so unsurprisingly my party was three shamans (including myself), an arms warrior and a warlock.  Which unfortunately meant there was little in the way of CC, which got to be a problem around the point when the Scarlet Myrmidons showed up (those guys are notorious for shredding even good tanks once they enrage).  It did mean, however, that we had some off-tanks in the event that I couldn't hold threat or handle all of the damage.  I only died once to the Myrmidons, and I honestly don't know why our warlock didn't think of using fear after we began to employ its usage near the end--you only need to pull back and there's almost no risk of grabbing adds.  I guess the lack of marking threw him off?  Whatever.  Herod was a simple fight compared to the rest of the instance, the enrage was never an issue and aggro was never lost (just spam that earth shock).
 
	As of this writing I am currently looking to run the Cathedral (still LV40) and Razorfen Downs.
 
	 
 
	Conclusion and contribution
 
	I've said it before: this is an experiment and it's still very much work-in-progress, but I am having fun trying this out and I intend to keep going with this for as long as I can.  I may add more sections, like something on the dynamics of threat generation or something, but I just wanted to get this thread started.
 
	That said, this isn't something I can do entirely on my own; after all I am only one member of a dungeon party and everyone must pull their weight for a successful run.
 
	Furthermore, I would like to try mixing and matching various piece of equipment, but money is always an issue when it comes to this.  So if anyone feels like contributing to my experiments, I am always open to donations of equipment, gold, and other items if you think they may help me to become a better tank.  I don't expect much out of this, but it never hurts to ask, right?
 
	If you would like to get a hold of me in-game, my IGN is Sunfall, and I play on the Elysium PvP realm.
 
	 
 
	With everything said, feel free to post your thoughts, comments, and especially suggestions I could use to improve on this!