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Ghost Wolf

Spell

Ghost Wolf

Nature

Shaman

Instant castSelf Only

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Top Comments

The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.

140 more comments below ↓

Ghost Wolf
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Tooltip

Turn into a Ghost Wolf, increasing movement speed by 30% and preventing movement speed from being reduced below 100%.

Spell facts

SchoolNature
Cast timeInstant
DurationInfinite
EffectApply Aura
ClassShaman
RangeSelf Only
Taught byShaman (skill 1)
Spell ID2645

Datamined from the current retail build. Numbers that scale with level or stats are shown at their base value.

More Shaman spells

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Community notes from Wowhead · 143 comments

Top 3 shown above · 50 more here

The comments below were written by Wowhead users. They are community notes, not TheWoWDB comments. See them in context on Wowhead.

8014+62via Wowhead (opens the original comment in a new tab)

Also be aware that while in ghost wolf form you can be tracked by a hunter using 'Track Beasts' and will also be effected by any abilities that effect Beasts such as the flash bombs and hunter ability 'scare animal' which fear Beasts as well as the druid Hibernation spell which will put you to sleep.

36705+34via Wowhead (opens the original comment in a new tab)

According to the 2.4 patch notes, ghost wolf form's cast time to be reduced to 2 seconds. Which means that, when talented, it will be instant cast. I am speechless.

http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

BujuArena+29via Wowhead (opens the original comment in a new tab)

As of 2.3, this can dispelled by Arcane Shot rank 6 and up (by level 44 hunters and above). Edit: Blizzard has moved hunter magic-purging from Arcane Shot to Tranquilizing Shot. Ghost Wolf can no longer be purged by hunters below level 60.

9304+23via Wowhead (opens the original comment in a new tab)

A few fun things about ghostwolf, you can loot items such as chests, herbs, dead beasts, skinning and mining, and the crystals in Ungoro, also, two abilities cannot be cast on you while in the form, such as sapm, but also be aware that it can be dispellable

13596+19via Wowhead (opens the original comment in a new tab)

No, Aspect of the Cheetah and Aspect of the Pack result in you ALWAYS being dazed when taking damage, whereas you can take damage without being dazed in Ghost Wolf. It's possible that GW form makes you more susceptible to daze, but I don't think that's the case.

19211+15via Wowhead (opens the original comment in a new tab)

Strictly arena:
The instant ghost wolf buff is in my mind a huge buff. The one thing that shaman doesn't have is mobility. They are stationary casters like paladins. Paladins have BOF and cleanse to get rid of slow effects or immobilizing effects (frost novas and such), while shamans is left with frost shock (not a viable option in arena due to heavy earth shock spamming) and earthbind totem to keep the enemies from getting close.

Claiming the buff is useless because it doesn't remove snares is just wrong. Shamans has the best healing and MP5 (water shield is insane) in the game. A skilled shaman can keep a caster from casting anything at all with earth shock and grounding totem rotations.

My point is: Shamans will be the best healers in 2v2 with this buff and will improve in all brackets. Why is the impact so big you might ask? Well, with a instant boost in speed and LOS meaning so much in arena it gives shamans a huge advantage. In patch 2.4 we will have a shaman that instead of just outhealing its opponents, can outrun them like a druid. If you combine that with the great tools shaman has we have a unstoppable healer that will run around and popping out of GW when a totem, interrupt, heal, purge or anything like that is needed then back with +40% run speed and hide behind a pillar

I will be playing my friends shamans alot more often in arena after 2.4 that's for sure!

111433+13via Wowhead (opens the original comment in a new tab)

The Tauren did not invent the ghost wolf spell. The orcs were intuned with the wolf spirits on Draenor and were able to call upon them. They in turn passed this ritual onto the Draenei. The Tauren probably did have this 'spell' before they met the orcs since they were instrumental in turning the orcs back to their shamanistic roots but they did NOT invent the 'spell'.

345519+10via Wowhead (opens the original comment in a new tab)

New tooltip as of 3.2 says: "Effects that reduce movement speed may not bring you below your normal movement speed" This will be extremely useful in PvP, and, if im understanding this right, NOTHING (No, not even those CoI spamming DKs) can bring you below normal movement speed. Very very nice little buff for pvp

476166+10via Wowhead (opens the original comment in a new tab)

This along with the Improved Ghost Wolf talent is definitely intended for and the most useful for PvP; however, it's a huuuuge quality of life spec too. In both my Resto and Enhancement specs, I just can't stand not having the ability to instant-wolf whenever I leave a building. Regular mounts are faster and more efficient over long distances, but this baby's instant.

I could get two extra points in healing or DPS talents, but... jeez, it's so fun being able to pop into a wolf at any time. I just had less fun when not spec'd into it, and realized that if you choose the more boring talent choices, you're not doing yourself any favors.

Go with your judgement and play style on this. Some will prefer to talent into extra DPS/heals, while others (like me) will be running around as a wolf, licking people. Do what you enjoy.

Pipkins+10via Wowhead (opens the original comment in a new tab)

Ghost Wolf can be used in a smart mount macro:

#showtooltip
/use [flyable]drake of the west wind
/use [noflyable, swimming]Anglers Fishing Raft
/use [noflyable]green skeletal warhorse
/use [combat]ghost wolf
/script VehicleExit()
/dismount [mounted]


This will summon a flying mount when in a flyable zone, a ground mount in a non-flyable zone, an aquatic mount (or any water travel item or ability) when swimming in a non-flyable zone and Ghost Wolf when in combat.

rlindse5+8via Wowhead (opens the original comment in a new tab)

1) Chains of Ice hasn't stopped movement for some time, it was changed to reduce movement speed by 95% (so lowered from 100% so players didn't have to re-input movement) and 10% less per second.

2)

As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.


as a ghost wolf, unless specifically rooted(i.e. druids roots, mages freeze) movement slowing effects won't bring he Shaman lower than 100% movement speed.

Edit: looks like on beta GW is being reduced to 30% -_- just when we had something over the druid forms with GW indoors

guatafu+8via Wowhead (opens the original comment in a new tab)

Sure this is slightly slower than the druid counterpart however, unlike the druid version, this can be used indoors as in raid/dungeon environment to stay out of the fire.

PvP wise, druids have the polymorph immunity and if resto also free's the caster from roots. However most classes have a way to slow you by 50% so the 140% speed goes down to 70% (~77% with the 4 piece feral set bonus) whilst as a Ghost Wolf you remain at least at 100%.

Keep in mind that travel form is innately instant whilst ghost wolf is on a LONG 2 seconds cast that can turn to instant at the cost of 2 talent points, however the mana cost is cheaper for GW. Also if you're interrupted during a LB cast, etc. you will be locked out of ghost wolf as well since it belongs to the nature school, whilst travel form is physical so can be used regardless of interrupts/silences.

Both have their cons and pros but in the current metagame I believe the druid version is more reliable for PvP.

173104+7via Wowhead (opens the original comment in a new tab)

Ghost Wolf has capped weapon skill no matter what weapon you're using, like feral druid forms, so if the weapon you're currently using isn't at max skill you will notice a small (or possibly quite large) increase in critical hit chance in your Ghost Wolf form.

178827+7via Wowhead (opens the original comment in a new tab)
Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.

Shamans, this is the change we've been waiting for. Let's just hope it stays.

If you've noticed, the wording implies that the new effect works like a reversed Judgement of Justice: While under the effect of Ghost Wolf, the Shaman may not go slower than 100% of movement speed.

It's actually better than Druid shapeshifting because it provides sort of an 'immunity' to snares (they only reduce movement speed from 140% to 100%, which is plenty for an escape if coupled with Frost Shock)

Considering that the wording does not imply otherwise, it's safe to assume that it will work on snares already on the Shaman when GW is cast, meaning that it also 'breaks' us out of snares.

The downside? It apparently doesn't work with roots. But that's fine and fair... ups and downs considered, it's still a great change.

Thoracotomy+7via Wowhead (opens the original comment in a new tab)

Maybe silly questions, but here goes anyway....1) Is Ghost Wolf faster than the standard Apprentice Rider mount? 2) Does it speed change once Journeyman Rider is achieved?
I understand that its main advantage is that it can be used indoors. Just wondering if it scales at all as you level?