Shaman Talent builds
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Shamans are totem-based hybrids that heal, cast elemental spells or fight in melee. Forever adds Lightning Mastery as the Elemental capstone talent and Riptide as the Restoration capstone talent, Mental Dexterity and Rage of the Farseer for Enhancement, and quality-of-life totem tools: Call of the Elements, Call of the Ancestors and Call of the Spirits drop up to four totems in one 3 sec cast, and Totemic Recall returns them for mana.
Elemental: Elemental leveling (20) (level 20)
A mana-efficient caster build for questing up to level 20: Convection makes Lightning Bolt and your shocks 10% cheaper, Call of Flame adds 15% to Searing Totem, Flame Shock and Fire Nova, and Elemental Focus gives you the odd free spell.
- Convection 5/5: At 5/5 your Shock spells and Lightning Bolt cost 10% less mana (2% per rank), and mana is what limits how long you can keep pulling.
- Concussion 2/5: The two points left over in tier 1: at 2/5 Lightning Bolt and Earth Shock, your main damage, deal 2% more damage.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and your Flame Shock burn on every pull, and Flame Shock lasts 9 sec longer.
- Elemental Focus 1/1: Tier 3 opens once 10 points are in the tiers above it. Elemental Focus gives a 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free, which adds up over a long questing session.
Put Searing Totem down, pull with Lightning Bolt from 30 yards and keep casting while the mob runs in. Once it's within 20 yards, Flame Shock it so the burn ticks while you finish it with Lightning Bolt. Save Earth Shock for interrupting enemy casters and finishing runners; all your shocks share one 6 second cooldown, so you only get one every 6 seconds. When Elemental Focus procs, spend the free cast on your most expensive spell. If a second mob joins, Stoneclaw Totem taunts both onto itself and Fire Nova hits everything within 10 yards of your Searing Totem. If you'd rather cast faster than save mana, swap Elemental Focus for the first point of Elemental Alacrity in tier 2: it takes 0.17 sec off Lightning Bolt.
Elemental: Elemental dungeon (20) (level 20)
For dungeon runs at level 20: full Concussion for Lightning Bolt, all of Call of Flame for Searing Totem and Flame Shock, and the first point of Elemental Alacrity for a faster Lightning Bolt instead of Elemental Focus's free spells.
- Concussion 5/5: At 5/5 Lightning Bolt and Earth Shock deal 5% more damage (1% per rank), and in a dungeon you cast Lightning Bolt almost nonstop.
- Convection 2/5: The two spare tier 1 points: at 2/5 your Shock spells and Lightning Bolt cost 4% less mana, which stretches your mana through long pulls.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage, so Searing Totem and your Flame Shock burn both hit harder, and Flame Shock lasts 9 sec longer.
- Elemental Alacrity 1/3: Rank 1 takes 0.17 sec off Lightning Bolt's cast (and Chain Lightning's from 32), so you fit more bolts into every fight. Its 3/3 is what Lightning Overload requires at level 30.
Let the tank get a few hits in, then put Searing Totem near the mob and Flame Shock it. Cast Lightning Bolt for the rest of the fight and refresh Flame Shock when the burn runs out. Earth Shock is your only interrupt, so keep the shared shock cooldown free when a caster is about to heal or cast something big; its tooltip also says it causes a high amount of threat, so don't use it for damage. On packs, place Searing Totem where the tank holds them and use Fire Nova on cooldown; it hits everything within 10 yards of the totem. Call of the Elements (3 second cast) puts your whole totem set down before a pull, and Totemic Recall afterward refunds 25% of their mana. Elemental Alacrity makes every Lightning Bolt a little faster, which also means you spend mana a little faster: if you run dry before the pack is dead, swap it for Elemental Focus.
Elemental: Elemental leveling (30) (level 30)
Grows the level 20 leveling build into a full solo kit: all of Elemental Alacrity for 0.50 sec faster casts, Eye of the Storm against pushback when a mob reaches you, Earthbound, which holds mobs in place when you drop Earthbind Totem, and the first point of Lightning Overload. Build 70790 removed Lava Burst, the tier 5 nuke this build used to take, so that point now goes into Lightning Overload.
- Convection 5/5: At 5/5 your Shock spells and Lightning Bolt cost 10% less mana (2% per rank), and mana is what limits how long you can keep pulling; Chain Lightning gets it too from 32.
- Concussion 5/5: At 5/5 Lightning Bolt and Earth Shock deal 5% more damage (1% per rank); the rest of tier 1 goes here once Convection is full.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), and from level 26 that includes Magma Totem; Flame Shock also lasts 9 sec longer.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt casts 0.50 sec faster (0.17 sec at rank 1, 0.33 sec at rank 2), so you get more casts off before a mob reaches you; Chain Lightning gets it too from 32, and the 3/3 is what Lightning Overload requires.
- Earthbound 1/1: Your Earthbind Totem also immobilizes nearby enemies for 5 sec when you drop it, so a mob that reaches you is held in place while you step back and cast again.
- Eye of the Storm 2/3: At 2/3 Lightning Bolt has a 47% chance not to lose casting time when you take damage (23% at rank 1), which is what you need when a mob reaches you mid-cast; with Earthbound, these points open tier 5.
- Lightning Overload 1/3: Tier 5 opens once 20 points are in the tiers above it, and Lightning Overload needs Elemental Alacrity at 3/3. Rank 1 gives Lightning Bolt and Chain Lightning a 10% chance to cast a second copy on the same target for half damage, no threat and no extra mana; the other two points come at 40.
Same loop as at 20: Searing Totem, Lightning Bolt from range, Flame Shock once the mob is within 20 yards, Lightning Bolt to finish, and Earth Shock for interrupts and runners. Elemental Alacrity cuts Lightning Bolt to a 2 second cast, so you get more casts off before a mob reaches you, and Lightning Overload now and then casts a free half-damage copy of a bolt. When a mob reaches you, drop Earthbind Totem: Earthbound holds the mob in place for 5 seconds, so walk back out of melee range and keep casting, and with Eye of the Storm nearly half of its hits won't push back your cast. For two or three mobs, drop Magma Totem (from 26) or Searing Totem at your feet, let them come to you, and use Fire Nova on cooldown; Stoneclaw Totem helps keep them there. Magma Totem costs a lot of mana for a 20 second totem, so keep it for real packs. Chain Lightning arrives at 32; until then Fire Nova and Magma Totem are your only area damage. Call of Thunder, the other tier 5 talent, gives Lightning Bolt and Chain Lightning 5% more critical strike chance instead; the level 40 build takes it because Lightning Mastery needs it.
Elemental: Elemental dungeon (30) (level 30)
A group build for level 30 dungeons: every damage and mana talent in tiers 1 to 3, Trial by Fire for Fire Nova and Magma Totem on trash packs, a point of Eye of the Storm, and the first point of Lightning Overload. Build 70790 removed Lava Burst from tier 5, so the last point now goes into Lightning Overload: a 10% chance for a free half-damage copy of Lightning Bolt that causes no threat.
- Convection 5/5: At 5/5 your Shock spells and Lightning Bolt cost 10% less mana, which keeps you casting through long boss fights.
- Concussion 5/5: At 5/5 Lightning Bolt, the spell you'll cast most, and Earth Shock deal 5% more damage.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage, including Magma Totem on trash packs, and Flame Shock lasts 9 sec longer.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt casts 0.50 sec faster (0.17 sec at rank 1, 0.33 sec at rank 2), so you fit more casts into every fight; Chain Lightning gets it too from 32, and the 3/3 is what Lightning Overload requires.
- Eye of the Storm 1/3: Rank 1 gives Lightning Bolt a 23% chance not to lose casting time when you take damage, for when a mob turns on you after a Fire Nova; it's the 20th point that tier 5 needs.
- Trial by Fire 2/2: At 2/2 Fire Nova deals 20% more damage and its cooldown is 4 sec shorter (10% and 2 sec per rank), and Magma Totem lasts 20 sec longer: your best tools on trash packs until Chain Lightning at 32.
- Lightning Overload 1/3: Tier 5, needs Elemental Alacrity at 3/3. Rank 1 gives Lightning Bolt and Chain Lightning a 10% chance to cast a second copy on the same target for half damage and no extra mana, and the copy causes no threat, so it's damage the tank doesn't have to cover.
On a boss, set up with Call of the Elements before the pull, then Flame Shock and Lightning Bolt for the rest of the fight, refreshing Flame Shock when the burn runs out. Lightning Overload's copies cause no threat, so they're damage the tank doesn't have to cover. Watch enemy casters and use Earth Shock to interrupt them; its tooltip says it causes a high amount of threat, so don't spend it on damage while the tank is still building aggro. On trash packs, step in close enough to drop Magma Totem (or Searing Totem) near where the tank holds them, since totems go down at your feet, then back off and use Fire Nova every time it's ready; Trial by Fire brings it back 4 seconds sooner and keeps Magma Totem down for 40 seconds. Use Totemic Recall after the pull to get 25% of the totems' mana back.
Elemental: Elemental leveling (40) (level 40)
Finishes the Elemental tree's core: the rest of Eye of the Storm and Lightning Overload for free extra bolts, Call of Thunder for 5% more critical strikes with Lightning Bolt and Chain Lightning, all of Elemental Fury so those crits hit far harder, and Lightning Mastery (called Elemental Mastery before build 70790), the tier 7 talent that speeds up Lightning Bolt and takes the cooldown off Chain Lightning for 15 seconds.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and Magma Totem, and Flame Shock lasts 9 sec longer, so you refresh it less often.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Earthbound 1/1: Your Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, so anything that reaches you is held while you step back and cast.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or a player hitting you rarely stops a cast.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
The beta stopped at level 30, so this build comes from the client's talent data and wasn't played before launch. The loop stays the same: Searing Totem, Lightning Bolt from range, Flame Shock as the mob closes, and Lightning Bolt to finish. Lightning Overload now gives each bolt a 30% chance of a free half-damage copy, and Call of Thunder and Elemental Fury make your crits more common and much harder, so mobs die sooner than at 30. Chain Lightning (32, rank 2 at 40) is your answer to two or three mobs, and Lightning Mastery, on a 3 minute cooldown, is for the pull that goes wrong: press it, then cast Chain Lightning back to back and quick Lightning Bolts in between. Earthbind Totem with Earthbound still holds a mob in place while you walk back out of melee range.
Elemental: Elemental dungeon (40) (level 40)
The group build reaches the bottom of the tree: Lightning Overload, Call of Thunder, all of Elemental Fury and Lightning Mastery (Elemental Mastery before build 70790) for burst, with a point of Elemental Reach to reach Elemental Fury's tier. Chain Lightning, from 32, finally gives you an area spell on trash.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and Magma Totem, and Flame Shock lasts 9 sec longer, so you refresh it less often.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Eye of the Storm 1/3: Rank 1 gives Lightning Bolt and Chain Lightning a 23% chance not to lose casting time when you take damage; it's also a point toward the tiers below.
- Trial by Fire 2/2: At 2/2 Fire Nova deals 20% more damage and comes back 4 sec sooner (10% and 2 sec per rank), and Magma Totem lasts 20 sec longer, which still matters on trash packs next to Chain Lightning.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Elemental Reach 1/2: Rank 1 adds 3 yards to the range of Lightning Bolt, Chain Lightning and Fire Nova; it's the 25th point that Elemental Fury's tier needs.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
The beta stopped at level 30, so nobody could run a dungeon with this build before launch; it's planned from the client's talents. On a boss, Flame Shock and then Lightning Bolt, with Lightning Mastery at the start for a fast opening: for 15 seconds Lightning Bolt casts quicker and Chain Lightning has no cooldown. On trash, Chain Lightning hits three targets and Lightning Overload sometimes casts a free second one, so open with it once the tank has the pack, then drop Magma Totem and use Fire Nova. Earth Shock is still your interrupt, and it causes high threat, so don't use it for damage early in a pull.
Elemental: Elemental leveling (50) (level 50)
The level 40 build plus 10 points that the Elemental tree can't spend better: Elemental Reach for 6 more yards of range, three points of Reverberation for faster shocks, and all of Thundering Strikes, Enhancement's first tier, for 5% more critical strike chance with your spells.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and Magma Totem, and Flame Shock lasts 9 sec longer, so you refresh it less often.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Earthbound 1/1: Your Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, so anything that reaches you is held while you step back and cast.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or a player hitting you rarely stops a cast.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
- Elemental Reach 2/2: At 2/2 Lightning Bolt, Chain Lightning and Fire Nova reach 6 yards further, so you can stand further from cleaves and still hit.
- Reverberation 3/5: At 3/5 your Shock spells come back 0.6 sec sooner (0.2 sec per rank), so Flame Shock and Earth Shock fit into more gaps.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank). Enhancement's first tier is worth more to an Elemental Shaman than the last Elemental talents, because Elemental Fury doubles the bonus damage of every crit.
Planned from the client's data for level 50, well above where the beta stopped at 30, so treat it as a plan rather than a tested build. Elemental Reach lets you pull from further away and get an extra Lightning Bolt off before a mob reaches you. Thundering Strikes' crits are worth more than usual to you, because Elemental Fury makes each of them hit much harder. Lightning Bolt rank 9 arrives at 50. Keep Earth Shock for casters and runners; Reverberation brings it back sooner.
Elemental: Elemental dungeon (50) (level 50)
The level 40 build with Elemental Reach finished, all of Tidal Focus for 5% more chance to hit higher-level bosses, and four points of Thundering Strikes for critical strikes that Elemental Fury makes hit harder.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and Magma Totem, and Flame Shock lasts 9 sec longer, so you refresh it less often.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Eye of the Storm 1/3: Rank 1 gives Lightning Bolt and Chain Lightning a 23% chance not to lose casting time when you take damage; it's also a point toward the tiers below.
- Trial by Fire 2/2: At 2/2 Fire Nova deals 20% more damage and comes back 4 sec sooner (10% and 2 sec per rank), and Magma Totem lasts 20 sec longer, which still matters on trash packs next to Chain Lightning.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Elemental Reach 2/2: At 2/2 Lightning Bolt, Chain Lightning and Fire Nova reach 6 yards further, so you can stand further from cleaves and still hit.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so fewer Lightning Bolts and shocks miss a higher-level target, and your healing spells cost 5% less mana.
- Thundering Strikes 4/5: At 4/5 you have 4% more critical strike chance with all spells and attacks (1% per rank), and Elemental Fury makes each of those crits hit much harder.
The beta stopped at level 30, so this build wasn't tried in a real group before launch. Tidal Focus is here for the hit chance against bosses a few levels above you; its cheaper heals help when you off-heal too. Elemental Reach's extra 6 yards keeps you out of cleaves and fire on the floor while still reaching the boss. Lightning Bolt rank 9 comes at 50.
Elemental: Elemental leveling (60) (level 60)
All 51 points: the level 50 build with Reverberation finished, all of Tidal Focus in Restoration for 5% more chance to hit higher-level mobs, and Elemental Warding to take less Fire, Frost and Nature damage.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and Magma Totem, and Flame Shock lasts 9 sec longer, so you refresh it less often.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Earthbound 1/1: Your Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, so anything that reaches you is held while you step back and cast.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or a player hitting you rarely stops a cast.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
- Elemental Reach 2/2: At 2/2 Lightning Bolt, Chain Lightning and Fire Nova reach 6 yards further, so you can stand further from cleaves and still hit.
- Reverberation 5/5: At 5/5 your Shock spells' cooldown is 1.0 sec shorter (0.2 sec per rank), so Earth Shock interrupts and Frost Shock slows come back sooner.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank). Enhancement's first tier is worth more to an Elemental Shaman than the last Elemental talents, because Elemental Fury doubles the bonus damage of every crit.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so fewer Lightning Bolts and shocks miss a higher-level target, and your healing spells cost 5% less mana.
- Elemental Warding 3/3: At 3/3 you take 10% less damage from Fire, Frost and Nature effects (3% and 7% at ranks 1 and 2), which covers the casters and elementals you meet while questing.
Level 60 is the launch cap, far above where the beta stopped at 30, so this is the client's talent data put together into a plan. Tidal Focus is in for its hit chance: at 60 the mobs you fight are often a level or two above you and misses hurt more. Lightning Bolt rank 10 arrives at 56 and Healing Wave rank 10 at 60. Play the same loop as at 50, with Lightning Mastery for pulls that go wrong and Chain Lightning for groups of mobs.
Elemental: Elemental dungeon (60) (level 60)
All 51 points for groups: the level 50 build with Thundering Strikes finished, all of Reverberation for faster interrupts, the last two points of Eye of the Storm, and two points of Ancestral Knowledge for a little more mana.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Call of Flame 3/3: At 3/3 your Fire totems, Flame Shock and Fire Nova deal 15% more damage (5% per rank), which covers Searing Totem and Magma Totem, and Flame Shock lasts 9 sec longer, so you refresh it less often.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or a player hitting you rarely stops a cast.
- Trial by Fire 2/2: At 2/2 Fire Nova deals 20% more damage and comes back 4 sec sooner (10% and 2 sec per rank), and Magma Totem lasts 20 sec longer, which still matters on trash packs next to Chain Lightning.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Elemental Reach 2/2: At 2/2 Lightning Bolt, Chain Lightning and Fire Nova reach 6 yards further, so you can stand further from cleaves and still hit.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so fewer Lightning Bolts and shocks miss a higher-level target, and your healing spells cost 5% less mana.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank). Enhancement's first tier is worth more to an Elemental Shaman than the last Elemental talents, because Elemental Fury doubles the bonus damage of every crit.
- Reverberation 5/5: At 5/5 your Shock spells' cooldown is 1.0 sec shorter (0.2 sec per rank), so Earth Shock interrupts and Frost Shock slows come back sooner.
- Ancestral Knowledge 2/5: At 2/5 your Intellect is 4% higher (2% per rank): a little more mana and spell critical strike chance with the last two points.
The beta stopped at level 30, so nobody could play this before launch and it's a plan from the client's data. Reverberation brings Earth Shock back a second sooner for interrupts, and the rest of Eye of the Storm helps on fights where you take damage while casting. The loop on a boss doesn't change: Lightning Mastery at the start, Flame Shock, then Lightning Bolt, with Flame Shock refreshed when the burn runs out. Earth Shock rank 7 and Flame Shock rank 6 arrive at 60.
Elemental: Elemental PvP (20) (level 20)
A PvP build for level 20: full Concussion for Lightning Bolt and Earth Shock, all of Elemental Alacrity for a 0.50 sec faster Lightning Bolt, Reverberation for more frequent shocks, and Elemental Focus for the odd free shock. Compared with the dungeon build, it gives up Convection and Call of Flame for the rest of Elemental Alacrity, Reverberation and Elemental Focus.
- Concussion 5/5: At 5/5 Lightning Bolt and Earth Shock, your two main damage spells against a player, deal 5% more damage; it's the only damage talent in tier 1.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt casts 0.50 sec faster (0.17 sec at rank 1, 0.33 sec at rank 2), which is less time for a melee player to reach you and less time for a caster to interrupt you.
- Reverberation 2/5: At 2/5 your Shock spells' cooldown is 0.4 sec shorter, so Earth Shock interrupts and Frost Shock slows come back sooner; these two points also open tier 3.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; Frost Shock is your most expensive spell at this level, so spend the free cast on it.
Fight from range and make melee players work to reach you. Open with Lightning Bolt while the target isn't on you yet, Flame Shock once they're in shock range, and keep casting; with Elemental Alacrity each bolt is a 2 second cast. When a melee player closes in, drop Earthbind Totem and walk out of it, then Frost Shock whoever follows; at this level Frost Shock also hits harder than your other shocks. Earth Shock is your interrupt: keep the shock cooldown free to stop a heal, a Polymorph or a Fear rather than spending it on damage, and Reverberation brings it back a little sooner. Keep Lightning Shield up so anyone hitting you takes damage, put Tremor Totem down before a Warlock or Priest can fear you, and heal yourself with Lesser Healing Wave when you get a gap. Ghost Wolf has a cast time and only works outdoors, so start it before you're caught, not after. Against mostly casters, Elemental Warding is the other tier 3 choice: one point there instead of Elemental Focus takes 3% off the Fire, Frost and Nature damage you take.
Elemental: Elemental PvP (30) (level 30)
A level 30 PvP build: the level 20 PvP talents plus all of Elemental Warding to take 10% less Fire, Frost and Nature damage, all of Eye of the Storm so melee hits usually don't push back your casts, Earthbound, which roots attackers in place when you drop Earthbind Totem, and a point of Lightning Overload. Build 70790 removed Lava Burst, which this build took for burst, so its tier 5 point now goes into Lightning Overload.
- Concussion 5/5: At 5/5 Lightning Bolt and Earth Shock deal 5% more damage; they're your main damage against players, and Chain Lightning gets it too from 32.
- Convection 2/5: At 2/5 your Shock spells and Lightning Bolt cost 4% less mana. With the PvP talents in, these two points are what the tiers below need, and they help your mana last through a long battleground.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt casts 0.50 sec faster, which is less time for a melee player to reach you and less time for a caster to interrupt you; its 3/3 also unlocks Lightning Overload.
- Reverberation 2/5: At 2/5 your Shock spells' cooldown is 0.4 sec shorter, so Earth Shock interrupts and Frost Shock slows come back sooner.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free.
- Elemental Warding 3/3: At 3/3 you take 10% less damage from Fire, Frost and Nature effects (3% and 7% at ranks 1 and 2): Mages, Shamans, a Warlock's Fire spells, a Druid's Nature spells and a Hunter's Serpent Sting.
- Earthbound 1/1: Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, before its slow takes over: time to walk away from a melee player and start casting.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt has a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a Warrior or Rogue hitting you usually can't push back your cast.
- Lightning Overload 1/3: Tier 5, needs Elemental Alacrity at 3/3. Rank 1 gives Lightning Bolt and Chain Lightning a 10% chance to cast a free second copy on the same target for half damage, which now and then turns one bolt into a burst.
Same plan as at 20, with more tools. When a melee player reaches you, drop Earthbind Totem: Earthbound roots them for 5 seconds, so walk out of range, turn and cast. With Eye of the Storm each of their hits has a 70% chance not to push back your Lightning Bolt, so you can often stand and finish a cast even when they get back to you. Your burst is Flame Shock, then Lightning Bolts, with Earth Shock or Frost Shock to finish once the shock cooldown is back; Lightning Overload sometimes adds a free half-damage bolt on top. Grounding Totem, learned at 30, pulls one harmful spell aimed at a nearby party member onto itself, so drop it when an enemy caster starts a Polymorph, a Fear or a big nuke. Reincarnation lets you get back up where you died, which helps when you fall defending a point, as long as the enemies have moved on. Elemental Fury, which makes your critical spells hit much harder, is in tier 6: it needs level 35 and Lightning Overload at 3/3.
Elemental: Elemental PvP (40) (level 40)
The level 30 PvP build taken down to Lightning Mastery: the rest of Lightning Overload, Call of Thunder, all of Elemental Fury so critical spells hit far harder, and a point of Elemental Reach to reach tier 6. Lightning Mastery (Elemental Mastery before build 70790) speeds up Lightning Bolt and takes the cooldown off Chain Lightning for 15 seconds, every 3 minutes.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Convection 2/5: At 2/5 your Shock spells, Lightning Bolt and Chain Lightning cost 4% less mana; with the PvP talents in, these are the points the lower tiers need.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Reverberation 2/5: At 2/5 your Shock spells' cooldown is 0.4 sec shorter, so Earth Shock interrupts and Frost Shock slows come back sooner.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Warding 3/3: At 3/3 you take 10% less damage from Fire, Frost and Nature effects: Mages, Shamans, a Warlock's Fire spells, a Druid's Nature spells and a Hunter's Serpent Sting.
- Earthbound 1/1: Your Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, so anything that reaches you is held while you step back and cast.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage, so a Warrior or Rogue hitting you usually can't push back your cast.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Elemental Reach 1/2: Rank 1 adds 3 yards to the range of Lightning Bolt, Chain Lightning and Fire Nova; it's the 25th point that Elemental Fury's tier needs.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
The beta stopped at level 30, so this build didn't see a battleground before launch; it's planned from the client's talents. Your burst is Lightning Mastery, then Flame Shock and fast Lightning Bolts: for 15 seconds each bolt casts 0.5 seconds quicker, Call of Thunder makes them more likely to crit, and Elemental Fury makes any crit in that window hurt. Earthbound still roots a melee player for 5 seconds when you drop Earthbind Totem, and Eye of the Storm lets you finish most casts while they hit you. Chain Lightning, from 32, is good when two enemies stand together, and Grounding Totem is still your answer to Polymorph and Fear.
Elemental: Elemental PvP (50) (level 50)
The level 40 build plus Elemental Reach finished, all of Reverberation for faster shocks, all of Thundering Strikes for crits and another point of Convection.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Convection 3/5: At 3/5 your Shock spells, Lightning Bolt and Chain Lightning cost 6% less mana, which helps in a long battleground with no time to drink.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Reverberation 5/5: At 5/5 your Shock spells' cooldown is 1.0 sec shorter (0.2 sec per rank): Earth Shock interrupts, Frost Shock slows and Flame Shock refreshes all come round faster.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Warding 3/3: At 3/3 you take 10% less damage from Fire, Frost and Nature effects: Mages, Shamans, a Warlock's Fire spells, a Druid's Nature spells and a Hunter's Serpent Sting.
- Earthbound 1/1: Your Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, so anything that reaches you is held while you step back and cast.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage, so a Warrior or Rogue hitting you usually can't push back your cast.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Elemental Reach 2/2: At 2/2 Lightning Bolt, Chain Lightning and Fire Nova reach 6 yards further, so you can stand further from cleaves and still hit.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank). Enhancement's first tier is worth more to an Elemental Shaman than the last Elemental talents, because Elemental Fury doubles the bonus damage of every crit.
Planned from the client's data for level 50, above where the beta stopped at 30, so nothing here has been tested against players. Reverberation's 5 points take a full second off your shock cooldown, so Earth Shock interrupts and Frost Shock slows come round faster, and Elemental Reach lets you cast from 6 yards further than the enemy expects. Keep the same plan: root with Earthbind, walk out of range, then Lightning Mastery, Flame Shock and quick Lightning Bolts for burst.
Elemental: Elemental PvP (60) (level 60)
All 51 points for PvP: the level 50 build with Convection finished, all of Tidal Focus so your shocks and spells miss less, and three points of Ancestral Knowledge for a bigger mana pool.
- Concussion 5/5: At 5/5 Lightning Bolt, Chain Lightning and Earth Shock deal 5% more damage (1% per rank); those three are most of what you cast.
- Convection 5/5: At 5/5 your Shock spells, Lightning Bolt and Chain Lightning cost 10% less mana (2% per rank), and mana is what decides how many pulls you get between drinks.
- Elemental Alacrity 3/3: At 3/3 Lightning Bolt and Chain Lightning cast 0.50 sec faster (0.17 sec and 0.33 sec at ranks 1 and 2), and the 3/3 is what Lightning Overload requires.
- Reverberation 5/5: At 5/5 your Shock spells' cooldown is 1.0 sec shorter (0.2 sec per rank): Earth Shock interrupts, Frost Shock slows and Flame Shock refreshes all come round faster.
- Elemental Focus 1/1: A 10% chance after any Fire, Frost or Nature damage spell to make your next damage spell free; spend it on Chain Lightning, one of your most expensive casts.
- Elemental Warding 3/3: At 3/3 you take 10% less damage from Fire, Frost and Nature effects: Mages, Shamans, a Warlock's Fire spells, a Druid's Nature spells and a Hunter's Serpent Sting.
- Earthbound 1/1: Your Earthbind Totem immobilizes nearby enemies for 5 sec when you drop it, so anything that reaches you is held while you step back and cast.
- Eye of the Storm 3/3: At 3/3 Lightning Bolt and Chain Lightning have a 70% chance not to lose casting time when you take damage, so a Warrior or Rogue hitting you usually can't push back your cast.
- Call of Thunder 1/1: Tier 5: Lightning Bolt and Chain Lightning are 5% more likely to be critical strikes, and Elemental Fury makes each of those crits hit much harder. It's also what Lightning Mastery requires.
- Elemental Reach 2/2: At 2/2 Lightning Bolt, Chain Lightning and Fire Nova reach 6 yards further, so you can stand further from cleaves and still hit.
- Lightning Overload 3/3: Needs Elemental Alacrity at 3/3. At 3/3 Lightning Bolt and Chain Lightning have a 30% chance to cast a second copy on the same target for half damage, no threat and no extra mana (10% and 20% at ranks 1 and 2); all 3 points open Elemental Fury.
- Elemental Fury 5/5: Needs Lightning Overload at 3/3. At 5/5 the critical strike damage bonus of your Fire, Frost and Nature spells and of Searing and Magma Totems rises by 100% (20% per rank), so every critical Lightning Bolt, Chain Lightning and shock hits far harder.
- Lightning Mastery 1/1: Tier 7, needs Call of Thunder. For 15 sec Lightning Bolt casts 0.5 sec faster and Chain Lightning loses its cooldown; it comes back every 3 minutes, so it's your burst on bosses and big pulls.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank). Enhancement's first tier is worth more to an Elemental Shaman than the last Elemental talents, because Elemental Fury doubles the bonus damage of every crit.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so Earth Shock and Frost Shock land when they matter, and Healing Wave on yourself costs 5% less mana.
- Ancestral Knowledge 3/5: At 3/5 your Intellect is 6% higher (2% per rank), a bigger mana pool for a long battleground.
Level 60 wasn't playable in the beta, which stopped at 30, so this is the client's talent data shaped into a PvP plan. Tidal Focus's hit chance means a missed Earth Shock interrupt or Frost Shock slow is less likely, and its cheaper heals help when you save yourself with Healing Wave. Earth Shock rank 7 and Flame Shock rank 6 arrive at 60. Your burst is still Lightning Mastery into Flame Shock and quick Lightning Bolts.
Enhancement: Enhancement leveling (20) (level 20)
A melee build for questing up to level 20: Thundering Strikes for crits, Mental Dexterity to turn your Intellect into attack power, two points of Ancestral Knowledge for more of that Intellect, and Shamanistic Focus to make your shocks and Lightning Shield 45% cheaper. Build 70790 moved Improved Ghost Wolf to tier 4 at level 25, so the instant Ghost Wolf this build took now comes with the level 30 build, and the points match the dungeon build.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank), and these points open tier 2.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), so the Intellect on your gear raises your melee damage too; its 3/3 is also what Flurry requires at 25.
- Ancestral Knowledge 2/5: At 2/5 your Intellect is 4% higher (2% per rank): a bigger mana pool and, through Mental Dexterity, a little more attack power. With the other points these two open tier 3.
- Shamanistic Focus 1/1: Tier 3 opens once 10 points are in the tiers above it. Shamanistic Focus makes your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock and Earth Shock stop draining you between drinks.
Keep Lightning Shield up and put Rockbiter Weapon on your weapon; rank 3 adds a flat 88 attack power, and its extra threat doesn't matter when you're alone. Drop Searing Totem or Stoneskin Totem at the start of longer fights, open with Flame Shock as the mob comes in, then melee. Earth Shock interrupts casters and finishes runners; with Shamanistic Focus your shocks cost much less, but they still share one 6 second cooldown. If a second mob joins, Stoneclaw Totem taunts it onto the totem while you finish the first. Between fights, Ghost Wolf (learned at 20) moves you 40% faster, but until Improved Ghost Wolf at 25 it has a 3 second cast and only works outdoors, so start it as soon as a fight ends. Intellect on your gear now counts twice: more mana, and attack power through Mental Dexterity.
Enhancement: Enhancement dungeon (20) (level 20)
The group version of the level 20 melee build: full Thundering Strikes and Mental Dexterity, two points of Ancestral Knowledge for more Intellect (which Mental Dexterity also turns into attack power), and Shamanistic Focus for cheaper shocks.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks (1% per rank), and these points open tier 2.
- Ancestral Knowledge 2/5: At 2/5 your Intellect is 4% higher (2% per rank): a bigger mana pool and, through Mental Dexterity, a little more attack power. With the other points these two open tier 3.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), so the Intellect on your gear raises your melee damage too; its 3/3 is also what Flurry requires at 25.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Earth Shock interrupts and Flame Shock are cheap enough to use on every pull.
Use Flametongue Weapon rather than Rockbiter Weapon in groups, since Rockbiter's tooltip says it makes your attacks cause extra threat. Before the pull, set up Strength of Earth Totem for melee groups or Stoneskin Totem when the tank is taking a beating, plus Searing Totem; Call of the Elements places them all in one 3 second cast. Let the tank grab the mob, then melee from behind it and keep Searing Totem up. Use Earth Shock to interrupt enemy casters, not for damage, because it causes a high amount of threat. On packs, use Fire Nova on cooldown; it hits everything within 10 yards of your Fire totem. Ghost Wolf has its full cast until Improved Ghost Wolf at 25, which matters little when the group walks together.
Enhancement: Enhancement leveling (30) (level 30)
Carries the level 20 leveling build down to tier 4 at level 25: Stormstrike, three points of Flurry and both points of Improved Ghost Wolf for an instant Ghost Wolf, with all of Elemental Weapons for a stronger Windfury Weapon from 30. Build 70790 moved Improved Ghost Wolf from tier 2 to tier 4, so a third point of Ancestral Knowledge now opens tier 4, and Flurry's fourth point and Improved Stormstrike move to the level 40 and 50 builds.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which also keeps Flurry going.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), so the Intellect on your gear raises your melee damage too; its 3/3 is also what Flurry requires at 25.
- Ancestral Knowledge 3/5: At 3/5 your Intellect is 6% higher (2% per rank), which is mana and, through Mental Dexterity, attack power; with the points above, the third one makes the 15 that tier 4 needs.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, which keeps Flame Shock and Earth Shock affordable between drinks.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon arrives at 30, which is when this pays off most.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 3/5: Needs Mental Dexterity at 3/3. At 3/5 your next 3 swings after a melee critical strike are 18% faster (6% per rank), and Thundering Strikes' crits keep it up often; the last two points come in the level 40 build.
- Improved Ghost Wolf 2/2: Tier 4 since build 70790, so it waits for level 25. At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors; rank 1 alone only takes 1.0 sec off, so both points go in.
Put Windfury Weapon on your weapon at 30; each hit has a 20% chance to give you 2 extra attacks, and Elemental Weapons makes that 40% stronger, so your damage comes in bursts. Keep Lightning Shield up, drop Searing Totem on anything that will take a while, and use Flame Shock as the mob closes. Then Stormstrike, which hits for 150% weapon damage and comes back every 6 seconds, and follow it with Earth Shock for the 20% bonus, or keep Earth Shock for an interrupt if the mob casts. On two or three mobs, Stoneskin Totem cuts the Physical damage of each hit, and Magma Totem (from 26) plus Fire Nova handle the rest. Frost Shock stops a mob that runs at low health. Between fights, Improved Ghost Wolf makes Ghost Wolf instant. Maelstrom Weapon in tier 6 (level 35) and Rage of the Farseer in tier 7 (level 40) are the next big talents in the tree.
Enhancement: Enhancement dungeon (30) (level 30)
A group melee build for level 30: Stormstrike and Flurry, all of Elemental Weapons for Windfury Weapon, three points of Ancestral Knowledge for Intellect, and Spirit Weapons so your bursts pull less threat off the tank.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which feeds Flurry.
- Ancestral Knowledge 3/5: At 3/5 your Intellect is 6% higher, for more mana over a long dungeon run and, through Mental Dexterity, a little attack power.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), so the Intellect on your gear raises your melee damage too; its 3/3 is also what Flurry requires at 25.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so interrupts and Flame Shock are cheap on every pull.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon arrives at 30, which is when this pays off most.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 4/5: Needs Mental Dexterity at 3/3. At 4/5 your next 3 swings after a melee critical strike are 24% faster (6% per rank), and Thundering Strikes' crits keep it up often. Four points here plus Stormstrike make the 20 points tier 5 needs.
- Spirit Weapons 1/1: Tier 5: while Rockbiter Weapon isn't active, all threat from your attacks is 30% lower, so Windfury bursts and Stormstrike are less likely to pull the mob off the tank. It also gives you a chance to parry.
Put Windfury Weapon on your weapon; Flametongue Weapon also works, but avoid Rockbiter Weapon in a group because it adds threat, and with Spirit Weapons it raises your threat by 30% instead of lowering it. Before the pull, use Call of the Elements to place Strength of Earth Totem, Searing Totem and a water totem such as Mana Spring Totem for your casters. Let the tank build threat, then melee from behind: Stormstrike on cooldown, followed by Earth Shock when no caster needs interrupting, and keep your Fire totem up. On trash packs, swap to Magma Totem and use Fire Nova on cooldown, and use Totemic Recall after the pull to refund 25% of your totems' mana.
Enhancement: Enhancement leveling (40) (level 40)
The level 30 leveling build carried to the bottom of the tree: the last two points of Flurry, Mental Quickness for spell damage and healing from your Intellect, Maelstrom Weapon for faster, cheaper Lightning Bolts, and Rage of the Farseer for 30% attack speed. Improved Stormstrike, which this build took before build 70790, now waits for level 50, because Improved Ghost Wolf's points no longer count toward tier 3.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Ancestral Knowledge 3/5: At 3/5 your Intellect is 6% higher (2% per rank), which is mana and, through Mental Dexterity, attack power; with the points above, the third one makes the 15 that tier 4 needs.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors.
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
The beta stopped at level 30, so this build is planned from the client's talent data and wasn't played before launch. Windfury Weapon rank 2 at 40 adds far more attack power to its extra attacks. The loop is the one you know: Lightning Shield, Searing Totem, Flame Shock as the mob closes, then Stormstrike and Earth Shock. Maelstrom Weapon stacks as you swing, so when a stack has built up, a Lightning Bolt to finish a mob or a Healing Wave between pulls costs less time. Rage of the Farseer, every 3 minutes, is for elites and pulls of two or three; drop Magma Totem and use Fire Nova alongside it. Chain Lightning (32) also benefits from Stormstrike's bonus.
Enhancement: Enhancement dungeon (40) (level 40)
The group build carried to Rage of the Farseer: the last point of Flurry, Mental Quickness, a point of Improved Stormstrike for mana, Maelstrom Weapon and Rage of the Farseer for 30% more attack speed on bosses.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Ancestral Knowledge 3/5: At 3/5 your Intellect is 6% higher, for more mana and, through Mental Dexterity and Mental Quickness, a little more attack power and spell damage.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Spirit Weapons 1/1: Tier 5: while Rockbiter Weapon isn't active, all threat from your attacks is 30% lower, so Windfury bursts and Stormstrike are less likely to pull the mob off the tank. It also gives you a chance to parry.
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Improved Stormstrike 1/2: Needs Stormstrike. Rank 1 gives a 50% chance of 50% mana regeneration while casting spells for 15 sec after each Stormstrike, and a 50% chance to reset Stormstrike when you dodge or parry; it's also the 25th point that tier 6 needs.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
The beta stopped at level 30, so this wasn't tried in a group before launch; the build comes from the client's talent data. Keep Windfury Weapon on your weapon and stay away from Rockbiter Weapon, which turns Spirit Weapons' threat cut into a threat increase. Before the pull, drop Strength of Earth Totem and Windfury Totem (from 32) for the melee, or Grace of Air Totem from 42, with one Call of the Elements. Let the tank build threat, then Stormstrike on cooldown and Earth Shock after it, unless a caster needs the interrupt. Rage of the Farseer goes on a boss once the tank is well ahead on threat.
Enhancement: Enhancement leveling (50) (level 50)
The level 40 build plus both points of Improved Stormstrike for mana and Stormstrike resets, all of Toughness for 10% more Stamina, and all of Anticipation for more dodges, each of which can reset Stormstrike.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Ancestral Knowledge 3/5: At 3/5 your Intellect is 6% higher, for more mana and, through Mental Dexterity and Mental Quickness, a little more attack power and spell damage.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
- Toughness 5/5: At 5/5 your Stamina is 10% higher (2% per rank), which you feel on every pull you take on your own.
- Anticipation 3/3: At 3/3 you dodge 6% more often (2% per rank): fewer hits land on you, and every dodge has a chance to reset Stormstrike through Improved Stormstrike.
Planned from the client's data for level 50, above where the beta stopped at 30, so it's untested. With Toughness and Anticipation you can take bigger pulls on your own, and every dodge can bring Stormstrike straight back. Windfury Weapon rank 3 arrives at 50 and Grace of Air Totem at 42 adds Agility to you and your party. Play it like the level 40 build: Stormstrike on cooldown, Earth Shock after it, and Rage of the Farseer when a pull is worth it.
Enhancement: Enhancement dungeon (50) (level 50)
The level 40 build with Improved Stormstrike and Ancestral Knowledge finished, all of Tidal Focus in Restoration for 5% more chance to hit bosses, and two points of Toughness.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Ancestral Knowledge 5/5: At 5/5 your Intellect is 10% higher (2% per rank), and Mental Dexterity turns all of it into attack power as well as mana.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Spirit Weapons 1/1: Tier 5: while Rockbiter Weapon isn't active, all threat from your attacks is 30% lower, so Windfury bursts and Stormstrike are less likely to pull the mob off the tank. It also gives you a chance to parry.
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so fewer swings, Stormstrikes and shocks miss a higher-level target.
- Toughness 2/5: At 2/5 your Stamina is 4% higher (2% per rank), for the pulls where something turns on you.
The beta stopped at level 30, so nobody could play this before launch. Tidal Focus's hit chance is the reason to go into Restoration at all: against bosses above your level, missed swings and Stormstrikes add up. Improved Stormstrike at 2/2 gives you mana regeneration after every Stormstrike, enough to keep your totems and shocks going through a long instance. Windfury Weapon rank 3 and Windfury Totem rank 2 (42) both raise their extra attack power.
Enhancement: Enhancement leveling (60) (level 60)
All 51 points: the level 50 build with Ancestral Knowledge finished, all of Improved Lightning Shield, Spirit Weapons for a chance to parry, and four points of Tidal Focus in Restoration for 4% more chance to hit.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Ancestral Knowledge 5/5: At 5/5 your Intellect is 10% higher (2% per rank), and Mental Dexterity turns all of it into attack power as well as mana.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
- Toughness 5/5: At 5/5 your Stamina is 10% higher (2% per rank), which you feel on every pull you take on your own.
- Anticipation 3/3: At 3/3 you dodge 6% more often (2% per rank): fewer hits land on you, and every dodge has a chance to reset Stormstrike through Improved Stormstrike.
- Improved Lightning Shield 3/3: At 3/3 your Lightning Shield orbs deal 15% more damage (5% per rank), extra damage on every mob that hits you while you quest.
- Spirit Weapons 1/1: Gives you a chance to parry melee attacks, and while Rockbiter Weapon isn't active all your threat is 30% lower; each parry can also reset Stormstrike through Improved Stormstrike.
- Tidal Focus 4/5: At 4/5 your chance to hit is 4% higher (1% per rank), so fewer swings, Stormstrikes and shocks miss, and your heals cost 4% less mana between pulls.
Level 60 is the launch cap, far above where the beta stopped at 30, so this is the client's talents put into a plan. Tidal Focus beats the last few points in Enhancement because missed swings and Stormstrikes cost you more damage than Earth's Grasp or Guardian Totems would add solo. Spirit Weapons' parries reset Stormstrike like dodges do. Windfury Weapon rank 4 arrives at 60.
Enhancement: Enhancement dungeon (60) (level 60)
All 51 points for groups: the level 50 build with Toughness finished, all of Concussion for stronger Earth Shocks, and Guardian Totems for a stronger Stoneskin Totem on the tank.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Ancestral Knowledge 5/5: At 5/5 your Intellect is 10% higher (2% per rank), and Mental Dexterity turns all of it into attack power as well as mana.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Spirit Weapons 1/1: Tier 5: while Rockbiter Weapon isn't active, all threat from your attacks is 30% lower, so Windfury bursts and Stormstrike are less likely to pull the mob off the tank. It also gives you a chance to parry.
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so fewer swings, Stormstrikes and shocks miss a higher-level target.
- Toughness 5/5: At 5/5 your Stamina is 10% higher (2% per rank), which you feel on every pull you take on your own.
- Concussion 5/5: At 5/5 Earth Shock, Lightning Bolt and Chain Lightning deal 5% more damage (1% per rank), and the Earth Shock after each Stormstrike also gets Stormstrike's bonus.
- Guardian Totems 2/2: At 2/2 Stoneskin Totem and Windwall Totem reduce 20% more damage and Grounding Totem comes back 2 sec sooner (10% and 1 sec at rank 1).
The beta stopped at level 30, so this is planned from the client's data and hasn't been tested. Concussion makes the Earth Shock you cast after each Stormstrike hit 5% harder, and Guardian Totems helps the tank if you're the group's earth totem. Windfury Weapon rank 4 at 60 is your biggest damage boost of the last levels. The loop is unchanged: Stormstrike, Earth Shock, Flame Shock refreshed when it runs out, and Rage of the Farseer on the boss.
Enhancement: Enhancement PvP (20) (level 20)
A PvP melee build for level 20: Thundering Strikes for crits, Mental Dexterity for attack power from your Intellect, Earth's Grasp for a wider Earthbind Totem, and Shamanistic Focus for cheap shocks. It used to be built around Improved Ghost Wolf, but build 70790 moved that talent to tier 4 at level 25, so the instant Ghost Wolf now starts with the level 30 PvP build.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, so your weapon and shocks crit more often, which is where your burst comes from; these points open tier 2.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect, so the Intellect that pays for your shocks and heals also makes you hit harder.
- Earth's Grasp 2/2: At 2/2 Earthbind Totem's radius is 20% bigger and Stoneclaw Totem has 50% more health, so the slow catches players who try to walk around it. Improved Ghost Wolf moved to tier 4, so these two points are what tier 3 now needs.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, which matters most for Frost Shock, your most expensive spell and your best way to keep a player in reach.
Keep Lightning Shield up and put Rockbiter Weapon on your weapon: its extra threat means nothing against players, so its attack power is all you get, and at rank 3 that's 88. Switch to Frostbrand Weapon when keeping a target in reach matters more than damage. Ghost Wolf has a 3 second cast and only works outdoors at this level, so start it before you reach a fight, then open with Flame Shock and melee. Frost Shock slows a runner by 50% for 8 seconds, and with Shamanistic Focus it's cheap enough to use every time. Earthbind Totem at your feet keeps your target slowed while you fight, and Earth's Grasp makes its radius 20% bigger. Save Earth Shock to interrupt a heal or a crowd-control cast. Tremor Totem counters fear, and Stoneskin Totem helps against Warriors and Rogues. When you're losing, drop Earthbind Totem and walk out of it before you start Ghost Wolf, so the cast isn't broken by a hit.
Enhancement: Enhancement PvP (30) (level 30)
A level 30 PvP build: Stormstrike for burst, Improved Stormstrike to reset it when you dodge (fed by two points of Anticipation), the instant Ghost Wolf from tier 4, two points of Flurry and most of Elemental Weapons for Windfury Weapon. Build 70790 moved Improved Ghost Wolf to tier 4, so Earth's Grasp now takes the two points tier 3 needs and Flurry drops from four points to two.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks; crits on Windfury Weapon's extra attacks are your biggest hits, and they keep Flurry going.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect, and its 3/3 unlocks Flurry.
- Earth's Grasp 2/2: At 2/2 Earthbind Totem's radius is 20% bigger and Stoneclaw Totem has 50% more health, so the slow catches players who try to walk around it. Improved Ghost Wolf moved to tier 4, so these two points are what tier 3 now needs.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Frost Shock slows and Earth Shock interrupts stay affordable through a long fight.
- Elemental Weapons 2/3: At 2/3 your Windfury Weapon effect is 27% stronger, and Frostbrand Weapon deals 10% more damage when you swap to it for the slow.
- Anticipation 2/3: At 2/3 you dodge 4% more often (2% per rank): every dodge is a hit a Warrior or Rogue doesn't land, and with Improved Stormstrike each dodge can reset Stormstrike.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: Stormstrike, then Earth Shock is your burst.
- Improved Ghost Wolf 2/2: Tier 4 since build 70790. At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors: your way to catch players and to escape them.
- Flurry 2/5: Needs Mental Dexterity at 3/3. At 2/5 your next 3 swings after a melee critical strike are 12% faster (6% per rank); with Stormstrike and Improved Ghost Wolf these points make the 20 that tier 5 needs for Improved Stormstrike.
- Improved Stormstrike 1/2: Needs Stormstrike. Rank 1 gives Stormstrike's cooldown a 50% chance to reset each time you dodge or parry, which Anticipation feeds in melee, and a 50% chance of 50% mana regeneration while casting spells for 15 sec.
Put Windfury Weapon on your weapon at 30: each hit has a 20% chance to grant 2 extra attacks, so your damage comes in bursts. Keep Lightning Shield up, close the gap in Ghost Wolf, then open with Flame Shock and melee. Stormstrike, which hits for 150% weapon damage and comes back every 6 seconds, then Earth Shock, is your burst; if the target is a caster or healer, keep Earth Shock for the interrupt instead. When a melee player hits you and you dodge, watch for Stormstrike coming back early. Frost Shock stops runners and Earthbind Totem, wider with Earth's Grasp, slows anyone trying to walk away from you. Grounding Totem, learned at 30, soaks one harmful spell aimed at a nearby party member, such as a Polymorph or a Fear, so drop it when you see a caster start one. You can't heal much while being hit, so shift to Ghost Wolf and reset when a fight turns against you. Frostbrand Weapon is still there when a slow matters more than Windfury's damage.
Enhancement: Enhancement PvP (40) (level 40)
The level 30 PvP build carried to Rage of the Farseer: Improved Stormstrike at 2/2 so every dodge or parry resets Stormstrike, all of Anticipation to feed it, Mental Quickness, Maelstrom Weapon and Rage of the Farseer for burst. Flurry stays at two points, because Earth's Grasp now holds the two points Improved Ghost Wolf used to give tier 3.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Earth's Grasp 2/2: At 2/2 Earthbind Totem's radius is 20% bigger and Stoneclaw Totem has 50% more health, so the slow catches players who try to walk around it. Improved Ghost Wolf moved to tier 4, so these two points are what tier 3 now needs.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 2/3: At 2/3 your Windfury Weapon effect is 27% stronger, and Frostbrand Weapon deals 10% more damage when you swap to it for the slow.
- Anticipation 3/3: At 3/3 you dodge 6% more often (2% per rank): fewer hits land on you, and every dodge has a chance to reset Stormstrike through Improved Stormstrike.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors: your way to catch players and to escape them.
- Flurry 2/5: Needs Mental Dexterity at 3/3. At 2/5 your next 3 swings after a melee critical strike are 12% faster (6% per rank); the other three points come in the level 50 build.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
The beta stopped at level 30, so this hasn't been tested against players; it's built from the client's talent data. Rage of the Farseer is your burst window: press it, then Stormstrike and Earth Shock while Windfury Weapon (rank 2 at 40) gets far more chances. With all of Anticipation and Improved Stormstrike, a melee player hitting you keeps giving you free Stormstrikes. Maelstrom Weapon makes a Lightning Bolt or a Healing Wave after a few swings much quicker to cast. Close gaps in Ghost Wolf, slow runners with Frost Shock, and drop Grounding Totem against casters.
Enhancement: Enhancement PvP (50) (level 50)
The level 40 build plus the last points of Elemental Weapons and Flurry, three points of Toughness for 6% more Stamina, and three points of Tidal Focus so Stormstrike and your shocks miss less. Before build 70790 this build took all of Toughness; two of those points now sit in Earth's Grasp, which tier 3 needs.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Earth's Grasp 2/2: At 2/2 Earthbind Totem's radius is 20% bigger and Stoneclaw Totem has 50% more health, so the slow catches players who try to walk around it. Improved Ghost Wolf moved to tier 4, so these two points are what tier 3 now needs.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Anticipation 3/3: At 3/3 you dodge 6% more often (2% per rank): fewer hits land on you, and every dodge has a chance to reset Stormstrike through Improved Stormstrike.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors: your way to catch players and to escape them.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
- Toughness 3/5: At 3/5 your Stamina is 6% higher (2% per rank); a melee Shaman stands in the middle of every fight, and the last two points come at 60.
- Tidal Focus 3/5: At 3/5 your chance to hit is 3% higher (1% per rank), so Stormstrike, Earth Shock and Frost Shock miss less often.
Planned from the client's data for level 50, above where the beta stopped at 30, so treat it as a starting point. Toughness gives you the health to stay in melee, which is where your damage is. Windfury Weapon rank 3 arrives at 50, and the last Elemental Weapons point makes its extra attacks 40% stronger. The plan doesn't change: Ghost Wolf in, Flame Shock, Stormstrike and Earth Shock, Rage of the Farseer for the kill.
Enhancement: Enhancement PvP (60) (level 60)
All 51 points for PvP: the level 50 build with Toughness and Tidal Focus finished, Spirit Weapons so parries reset Stormstrike too, and all of Ancestral Knowledge.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks, which keeps Flurry going and makes Windfury Weapon's extra attacks crit more.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and its 3/3 is what Flurry requires.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes it instant, and it works indoors: your way to catch players and to escape them.
- Shamanistic Focus 1/1: Your Shock spells and Lightning Shield cost 45% less mana, so Flame Shock, Earth Shock and Frost Shock stay cheap however long the fight runs.
- Elemental Weapons 3/3: At 3/3 your Windfury Weapon effect is 40% stronger, Rockbiter Weapon's attack power bonus 20% bigger, and Flametongue Weapon and Frostbrand Weapon deal 15% more damage; Windfury Weapon's extra attacks are most of your burst.
- Anticipation 3/3: At 3/3 you dodge 6% more often (2% per rank): fewer hits land on you, and every dodge has a chance to reset Stormstrike through Improved Stormstrike.
- Stormstrike 1/1: An instant strike for 150% weapon damage that makes your next Lightning Bolt, Chain Lightning or Earth Shock on the target deal 20% more damage within 12 sec: strike, then Earth Shock.
- Flurry 5/5: Needs Mental Dexterity at 3/3. At 5/5 your next 3 swings after a melee critical strike are 30% faster (6% per rank), and Thundering Strikes' extra crit chance starts it more often.
- Improved Stormstrike 2/2: Needs Stormstrike. At 2/2 every Stormstrike gives 50% mana regeneration while casting spells for 15 sec, and every dodge or parry has a 100% chance to reset Stormstrike's cooldown (50% at rank 1).
- Mental Quickness 2/2: At 2/2 your spell damage and healing rise by up to 30% of your Intellect (15% at rank 1), which helps Lightning Bolt after a Maelstrom Weapon stack and your heals between pulls; its 2/2 is what Rage of the Farseer requires.
- Maelstrom Weapon 5/5: At 5/5 your melee hits have a chance to take 20% off the cast time and mana cost of your next Lightning Bolt (4% per rank), stacking up to 5 times for 30 sec. Tier 6 wasn't reachable in the beta, so how often it stacks wasn't seen before launch.
- Rage of the Farseer 1/1: Tier 7, needs Mental Quickness at 2/2. Your attack speed rises by 30% for 25 sec, every 3 minutes: more Windfury Weapon chances and more Maelstrom Weapon stacks in the same window.
- Toughness 5/5: At 5/5 your Stamina is 10% higher (2% per rank); a melee Shaman stands in the middle of every fight, so the extra health matters more here than anywhere.
- Tidal Focus 5/5: At 5/5 your chance to hit is 5% higher (1% per rank), so Stormstrike, Earth Shock interrupts and Frost Shock slows land when they matter.
- Earth's Grasp 2/2: At 2/2 Stoneclaw Totem has 50% more health and Earthbind Totem's radius is 20% bigger, so the slow catches players who try to run wide of it.
- Spirit Weapons 1/1: Gives you a chance to parry melee attacks, and with Improved Stormstrike at 2/2 every parry resets Stormstrike; the 30% lower threat does nothing against players.
- Ancestral Knowledge 5/5: At 5/5 your Intellect is 10% higher (2% per rank): more mana for heals and shocks, and through Mental Dexterity more attack power.
Level 60 is far above where the beta stopped at 30, so this wasn't played before launch; it's the client's talents put into a plan. Spirit Weapons' parries and Anticipation's dodges both reset Stormstrike, so a Warrior or Rogue trading blows with you gives you the most Stormstrikes. Earth's Grasp makes Earthbind Totem catch players who try to run around it. Windfury Weapon rank 4 and Frost Shock rank 4 (58) arrive near the cap.
Restoration: Restoration leveling (20) (level 20)
A Restoration build you can quest with: all of Tidal Focus for cheaper heals and a better chance to hit, Mindfulness so half your mana regeneration keeps going while you cast, totems 10% cheaper, and Water Shield, which gives you mana back when mobs hit you.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% of each per rank), so fewer of your Lightning Bolts, shocks and swings miss; these points open tier 2.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Totemic Focus 2/5: At 2/5 your totems, and spells that summon or move them, cost 10% less mana (5% per rank); you'll drop Searing Totem or Stoneskin Totem on most pulls. With the points above, these two open tier 3.
- Water Shield 1/1: Surrounds you with 3 globes of water: when an attack hits you, or one of your spells is a critical, a globe restores 2% of your maximum mana, at most one every few seconds. Solo, mobs hit you all the time, so it keeps your mana up; it replaces Lightning Shield, since only one Elemental Shield can be active.
You fight like any shaman at this level: Searing Totem down, Lightning Bolt to pull, Flame Shock as the mob comes in, then melee or keep casting, and Tidal Focus means fewer of your spells and swings miss. Keep Water Shield up instead of Lightning Shield: every hit a mob lands can give you mana back, one globe every few seconds, and Mindfulness keeps your mana regenerating while you cast. Heal yourself with Lesser Healing Wave during a fight and with Healing Wave between fights, since Healing Wave heals more per mana. When you join a dungeon these talents still work for healing; the healing build shows what a dedicated healer takes instead.
Restoration: Restoration healing (20) (level 20)
A dungeon healing build for level 20: Healing Wave 0.5 sec faster, Mindfulness to keep your mana coming back while you heal, slightly cheaper heals, and Water Shield for mana when adds reach you or a heal lands a critical.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank); your level 18 rank is a long cast, so the full 5 points make your main heal land much sooner.
- Tidal Focus 2/5: At 2/5 your healing spells cost 2% less mana (and your chance to hit is 2% higher); these two points open tier 3.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2); a healer casts through most of a fight, so this is the biggest mana talent you can reach.
- Water Shield 1/1: Surrounds you with 3 globes of water that each restore 2% of your maximum mana when an attack hits you or one of your heals is a critical, at most one every few seconds. In a dungeon it pays off when an add reaches you or a heal crits; if you're rarely hit, a third Tidal Focus point is the alternative.
Put Healing Stream Totem down before each pull (it lasts 5 minutes), and Stoneskin Totem if the tank is taking a lot of physical damage; Call of the Elements can place both in one cast. Keep Water Shield up. Keep the tank up with Healing Wave, starting the cast before the big hits land, and use lower ranks for small damage to save mana. Lesser Healing Wave is your fast heal for emergencies, but it heals less per mana. There's no group heal until Chain Heal at 40, so heal whoever is hurt one at a time and let Healing Stream Totem top everyone up. Cure Poison removes poisons, and Earth Shock can interrupt a dangerous enemy cast if nobody else can.
Restoration: Restoration leveling (30) (level 30)
Carries the level 20 leveling build to Nature's Swiftness: Improved Reincarnation for health and a shorter Reincarnation cooldown, Healing Focus so a mob hitting you often won't push back your heals, Tidal Mastery for more critical heals (which also fire Water Shield), and an instant emergency heal.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher, so fewer of your Lightning Bolts, shocks and swings miss.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Totemic Focus 2/5: At 2/5 your totems, and spells that summon or move them, cost 10% less mana, which covers Searing Totem, Stoneskin Totem and Call of the Elements.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, and from 30 Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Surrounds you with 3 globes of water: when an attack hits you, or one of your spells is a critical, a globe restores 2% of your maximum mana, at most one every few seconds. Solo, mobs hit you all the time, so it keeps your mana up; it replaces Lightning Shield, since only one Elemental Shield can be active.
- Healing Focus 2/3: At 2/3 your healing spells have a 47% chance not to lose casting time when you take damage (23% at rank 1), so a mob hitting you often won't push back your Healing Wave; these points open tier 4.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also triggers a Water Shield globe.
- Nature's Swiftness 1/1: Tier 5: when activated, your next Nature spell with a casting time less than 10 sec becomes instant, which turns Healing Wave into an instant emergency heal when a pull goes wrong.
Fight the same way as at 20, with Searing Totem, Lightning Bolt, Flame Shock and melee, and keep Water Shield up so the hits you take pay you back in mana. Heal yourself with Healing Wave between fights and whenever you have room mid-fight; with Healing Focus, nearly half the hits you take while casting won't push the cast back. Keep Lesser Healing Wave for when you can't wait, and Nature's Swiftness for the moment a pull goes wrong: press it, then cast Healing Wave instantly. Reincarnation arrives at 30 and Improved Reincarnation shortens its cooldown, so a bad pull no longer has to mean a corpse run. Healing Way in the same tier is the alternative if you'd rather have a stronger Healing Wave than an instant one.
Restoration: Restoration healing (30) (level 30)
A level 30 dungeon healer: a faster Healing Wave, Mindfulness and Tidal Focus for mana, Natural Grace to keep mobs off you early in pulls, Mana Tide Totem for the group's mana, Tidal Mastery for critical heals, and the first point of Healing Way, the talent Riptide needs at 40.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster, and Healing Wave is your main heal.
- Tidal Focus 3/5: At 3/5 your healing spells cost 3% less mana (1% per rank).
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which matters more the longer the fight runs.
- Natural Grace 2/3: At 2/3 your spells cause 10% less threat (5% per rank), so big heals early in a pull are less likely to draw mobs onto you.
- Water Shield 1/1: Its globes restore 2% of your maximum mana when an attack hits you or a heal is a critical, at most one every few seconds; with Tidal Mastery your heals crit more, so it fires more often.
- Healing Focus 1/3: Rank 1 gives your healing spells a 23% chance not to lose casting time when you take damage, for when an add gets to you; it's the 15th point that tier 4 needs.
- Mana Tide Totem 1/1: A totem that restores 88 mana every 3 seconds to group members within 30 yards for 12 sec: drop it in a long fight when you and the casters run low.
- Tidal Mastery 4/5: At 4/5 your healing spells are 4% more likely to be critical (1% per rank), which is more healing from the same casts and more Water Shield mana.
- Healing Way 1/3: Rank 1 makes Healing Wave heal 8% more (25% at 3/3), and its 3/3 is what Riptide requires at 40.
Before each pull, use Call of the Elements to place Healing Stream Totem or Mana Spring Totem plus an earth totem such as Stoneskin Totem in one cast, and use Totemic Recall after the fight for a 25% mana refund. Keep Water Shield up. Heal the tank with Healing Wave, starting early so it lands before the next big hit. Use Lesser Healing Wave when the tank's health drops faster than a Healing Wave can land. Save Mana Tide Totem for long boss fights, and place it where it reaches the whole group; it has only 5 health. Chain Heal and Riptide don't come until 40, so group damage is still handled one heal at a time plus Healing Stream Totem. Reincarnation at 30 lets you get back up after a wipe and resurrect the group with Ancestral Spirit.
Restoration: Restoration leveling (40) (level 40)
The level 30 solo build carried to Riptide: all of Healing Way for a bigger Healing Wave, the last point of Healing Focus, all of Purification for 10% stronger heals, and Riptide, Forever's tier 7 talent, an instant heal over time.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% per rank each), so fewer of your Lightning Bolts, shocks and swings miss.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Totemic Focus 2/5: At 2/5 your totems, and spells that summon or move them, cost 10% less mana.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), so one cast between pulls tops you up, and the 3/3 is what Riptide requires.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank), which applies to Healing Wave, Lesser Healing Wave, Chain Heal and Riptide alike.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60), that you cast without stopping your melee. It heals nothing up front, so put it on early in a fight rather than when you're already low.
The beta stopped at level 30, so this build wasn't played before launch; it's planned from the client's talent data. You still fight with Searing Totem, Lightning Bolt, Flame Shock and melee, with Water Shield paying you back in mana for the hits you take. Riptide is the big change: an instant heal over time you can put on yourself without stopping your melee. Since build 70790 it heals nothing up front and comes back every 12 seconds, so cast it early in a fight rather than when you're already low. Keep Nature's Swiftness and Healing Wave for the pull that goes wrong. Chain Lightning (32) handles two or three mobs, and Windfury Weapon rank 2 at 40 helps your melee.
Restoration: Restoration healing (40) (level 40)
The level 30 healing build reaches Riptide: all of Healing Way and Tidal Mastery, a fourth point of Tidal Focus, all of Purification for 10% stronger heals, and Riptide, which also makes your Chain Heals on that target 25% stronger. Chain Heal itself comes from the trainer at 40.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Tidal Focus 4/5: At 4/5 your healing spells cost 4% less mana (1% per rank); the extra point is also the 25th that Purification's tier needs.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Natural Grace 2/3: At 2/3 your spells cause 10% less threat (5% per rank), so big heals early in a pull are less likely to draw mobs onto you.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 1/3: Rank 1 gives your healing spells a 23% chance not to lose casting time when you take damage, for when an add gets to you.
- Mana Tide Totem 1/1: A totem that restores mana to group members within 30 yards every 3 seconds for 12 sec: 88 mana at rank 1, 133 from 38, 197 from 48 and 290 from 58. Drop it in a long fight when you and the casters run low.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), and the 3/3 is what Riptide requires.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank), which applies to Healing Wave, Lesser Healing Wave, Chain Heal and Riptide alike.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60), and while it's on the target your Chain Heals cast directly on them are 25% more effective.
The beta stopped at level 30, so this build didn't heal a real dungeon before launch; it's planned from the client's data. Chain Heal and Riptide change how you heal: Riptide the tank, then Chain Heal on the tank so the 25% bonus applies and the jumps catch whoever else is hurt. Healing Wave stays your heal for big, steady damage on one player, and Lesser Healing Wave for emergencies. Mana Tide Totem rank 2 (38) restores 133 mana every 3 seconds. Call of the Spirits, also at 40, gives you a third totem set to place in one cast.
Restoration: Restoration leveling (50) (level 50)
The level 40 build plus all of Thundering Strikes in Enhancement for 5% more crit with spells and swings, the rest of Totemic Focus, and two points of Improved Healing Wave.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% per rank each), so fewer of your Lightning Bolts, shocks and swings miss.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Totemic Focus 5/5: At 5/5 your totems, and spells that summon or move them, cost 25% less mana (5% per rank), which covers Call of the Elements, Call of the Ancestors and Call of the Spirits.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), so one cast between pulls tops you up, and the 3/3 is what Riptide requires.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank), which applies to Healing Wave, Lesser Healing Wave, Chain Heal and Riptide alike.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60), that you cast without stopping your melee. It heals nothing up front, so put it on early in a fight rather than when you're already low.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks: more melee and Lightning Bolt crits while you quest, and more critical heals for Water Shield.
- Improved Healing Wave 2/5: At 2/5 Healing Wave casts 0.2 sec faster (0.1 sec per rank), for the times you heal yourself between pulls.
Planned from the client's data for level 50, above where the beta stopped at 30, so nothing here has been tested. Thundering Strikes helps everything you do solo: melee, Lightning Bolt and critical heals that fire Water Shield. Totemic Focus at 5/5 makes Call of the Elements and your single totems 25% cheaper. Riptide rank 2 and Lightning Bolt rank 9 arrive at 50.
Restoration: Restoration healing (50) (level 50)
The level 40 build plus all of Tidal Focus and Restorative Totems, Nature's Swiftness for an instant emergency heal, the last point of Natural Grace, a second point of Healing Focus and a point of Totemic Focus.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% per rank each), so fewer of your Lightning Bolts, shocks and swings miss.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Natural Grace 3/3: At 3/3 your spells cause 15% less threat (5% per rank); Chain Heal touches three people at once, so it builds threat fast early in a pull.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 2/3: At 2/3 your healing spells have a 47% chance not to lose casting time when you take damage (23% at rank 1), for the pulls where adds come for the healer.
- Mana Tide Totem 1/1: A totem that restores mana to group members within 30 yards every 3 seconds for 12 sec: 88 mana at rank 1, 133 from 38, 197 from 48 and 290 from 58. Drop it in a long fight when you and the casters run low.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), and the 3/3 is what Riptide requires.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank), which applies to Healing Wave, Lesser Healing Wave, Chain Heal and Riptide alike.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60), and while it's on the target your Chain Heals cast directly on them are 25% more effective.
- Restorative Totems 5/5: At 5/5 your Mana Spring Totem gives 25% more mana and Healing Stream Totem heals 50% more (5% and 10% per rank), so your water totem pulls its weight on every pull.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Totemic Focus 1/5: Rank 1 makes your totems, and spells that summon or move them, 5% cheaper; it's the last point once the healing talents are in.
The beta stopped at level 30, so this is the client's talent data, not a tested build. Restorative Totems makes Mana Spring Totem and Healing Stream Totem much stronger, and since one of them is down on every pull, the five points pay back all the time. Nature's Swiftness turns a Healing Wave or Chain Heal instant when the tank is about to die. Riptide rank 2 arrives at 50 and Mana Tide Totem rank 3 at 48.
Restoration: Restoration leveling (60) (level 60)
All 51 points: the level 50 build with Improved Healing Wave finished, all of Ancestral Healing for armor after your crits, and Mental Dexterity in Enhancement so your Intellect also becomes attack power.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% per rank each), so fewer of your Lightning Bolts, shocks and swings miss.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Totemic Focus 5/5: At 5/5 your totems, and spells that summon or move them, cost 25% less mana (5% per rank), which covers Call of the Elements, Call of the Ancestors and Call of the Spirits.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), so one cast between pulls tops you up, and the 3/3 is what Riptide requires.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank), which applies to Healing Wave, Lesser Healing Wave, Chain Heal and Riptide alike.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60), that you cast without stopping your melee. It heals nothing up front, so put it on early in a fight rather than when you're already low.
- Thundering Strikes 5/5: At 5/5 you have 5% more critical strike chance with all spells and attacks: more melee and Lightning Bolt crits while you quest, and more critical heals for Water Shield.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Ancestral Healing 3/3: At 3/3 a critical heal raises the target's armor by 25% for 15 sec (8% and 17% at ranks 1 and 2), which with Tidal Mastery's crits happens often.
- Mental Dexterity 3/3: At 3/3 you gain attack power equal to 150% of your Intellect (50% and 100% at ranks 1 and 2), and a healer's gear is full of Intellect, so your melee between heals hits much harder.
- Ancestral Knowledge 1/5: One point for 2% more Intellect, which is mana and, through Mental Dexterity, attack power.
Level 60 is the launch cap, far above where the beta stopped at 30, so this is a plan from the client's talents. Mental Dexterity is the reason for the Enhancement points: a healer's gear is full of Intellect, and it all becomes attack power for your melee. Riptide rank 3 and Healing Wave rank 10 arrive at 60. Swing, shock and heal yourself with Riptide as before.
Restoration: Restoration healing (60) (level 60)
The whole Restoration tree, all 51 points: the level 50 build with Totemic Focus and Healing Focus finished, all of Ancestral Healing for the tank's armor after your crits, and Improved Reincarnation.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% per rank each), so fewer of your Lightning Bolts, shocks and swings miss.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Natural Grace 3/3: At 3/3 your spells cause 15% less threat (5% per rank); Chain Heal touches three people at once, so it builds threat fast early in a pull.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Mana Tide Totem 1/1: A totem that restores mana to group members within 30 yards every 3 seconds for 12 sec: 88 mana at rank 1, 133 from 38, 197 from 48 and 290 from 58. Drop it in a long fight when you and the casters run low.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), and the 3/3 is what Riptide requires.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank), which applies to Healing Wave, Lesser Healing Wave, Chain Heal and Riptide alike.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60), and while it's on the target your Chain Heals cast directly on them are 25% more effective.
- Restorative Totems 5/5: At 5/5 your Mana Spring Totem gives 25% more mana and Healing Stream Totem heals 50% more (5% and 10% per rank), so your water totem pulls its weight on every pull.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Totemic Focus 5/5: At 5/5 your totems, and spells that summon or move them, cost 25% less mana (5% per rank), which covers Call of the Elements, Call of the Ancestors and Call of the Spirits.
- Ancestral Healing 3/3: At 3/3 a critical heal raises the target's armor by 25% for 15 sec (8% and 17% at ranks 1 and 2), which with Tidal Mastery's crits happens often.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
The beta stopped at level 30, so nobody could heal with this before launch; it's planned from the client's data. Every talent in Restoration fits in 51 points, so at 60 nothing in the tree is left out. Ancestral Healing's armor bonus lands on the tank every time Tidal Mastery gives you a crit. Healing Wave rank 10, Riptide rank 3 and Mana Tide Totem rank 4 (58) are your last upgrades.
Restoration: Restoration PvP (20) (level 20)
A PvP healing build for level 20: a faster Healing Wave, Improved Reincarnation's 4% extra health because the healer is usually the first target, Mindfulness for mana while you cast, and Water Shield, which turns the hits you take into mana. Compared with the healing build, it swaps Tidal Focus for Improved Reincarnation.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and less time casting is less time for an enemy to interrupt you.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher right away (2% at rank 1), and healers are the first target in most fights; its Reincarnation parts only matter from level 30.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast, so you can keep healing through a long fight.
- Water Shield 1/1: In PvP you're hit constantly, and each hit can make one of its 3 globes restore 2% of your maximum mana, at most one every few seconds; it replaces Lightning Shield, since only one Elemental Shield can be active.
Stay behind your team, in range of the people you heal but out of melee reach. Keep Water Shield up: when someone does get to you, their hits give you mana back. Drop Stoneskin Totem against Warriors and Rogues, Tremor Totem against Warlocks and Priests who fear, and Healing Stream Totem for steady healing; totems have only 5 health, so put them back when they fall. Use Lesser Healing Wave when someone is taking damage fast. Healing Wave heals more per mana but takes longer, so cast it when nobody is hitting you. When a melee player reaches you, put Earthbind Totem down and walk out of it, and Frost Shock them if they follow. Earth Shock can stop an enemy healer's heal at the moment your team goes for a kill. Ghost Wolf has a cast time and only works outdoors, so use it before you're caught.
Restoration: Restoration PvP (30) (level 30)
A level 30 PvP healing build built around Nature's Swiftness, which makes your next Nature spell instant, and all of Healing Focus, so damage usually doesn't push back your heals. It keeps the level 20 PvP talents and adds Tidal Mastery for critical heals and Mana Tide Totem for a long battleground. Compared with the healing build, it gives up Natural Grace, most of Tidal Focus and Healing Way.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster, so your big heal is exposed to interrupts for less time.
- Tidal Focus 1/5: One point for 1% cheaper heals and 1% more chance to hit, so your shocks miss a little less; it's also the 15th point that tier 4 needs.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast, for longer healing in a battleground.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, and from 30 Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Each hit you take can make a globe restore 2% of your maximum mana, at most one every few seconds, and in PvP the healer is hit a lot.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2): the talent that lets you keep healing with someone hitting you.
- Mana Tide Totem 1/1: A totem that restores 88 mana every 3 seconds to group members within 30 yards for 12 sec; in a long battleground it refills you and the casters near you.
- Tidal Mastery 4/5: At 4/5 your healing spells are 4% more likely to be critical, and a critical heal can save a teammate under burst.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave to save yourself or a teammate in the middle of a burst.
Heal the same way as at 20, with Lesser Healing Wave under pressure and Healing Wave when nobody is on you; with Healing Focus, a melee player hitting you usually won't push the cast back. Keep Nature's Swiftness for the moment you or a teammate would otherwise die, then cast Healing Wave through it. Grounding Totem, learned at 30, is your best protection against a caster's crowd control: drop it when an enemy starts a Polymorph or a Fear on you or a teammate, since it redirects one harmful spell cast on a nearby party member to itself. Mana Tide Totem and Mana Spring Totem keep your mana up in a long battleground. Reincarnation lets you get back up where you fell once the enemies have moved on, and Improved Reincarnation shortens its cooldown. Chain Heal and Riptide don't arrive until 40, so group healing is still Healing Stream Totem plus one heal at a time.
Restoration: Restoration PvP (40) (level 40)
The level 30 PvP build reaches Riptide: all of Healing Way, the last point of Tidal Mastery, all of Purification, and Riptide, an instant heal over time you can cast on the move.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Tidal Focus 1/5: One point for 1% cheaper heals and 1% more chance to hit, so your shocks miss a little less.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Mana Tide Totem 1/1: A totem that restores mana to group members within 30 yards every 3 seconds for 12 sec: 88 mana at rank 1, 133 from 38, 197 from 48 and 290 from 58. Drop it in a long fight when you and the casters run low.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), and the 3/3 is what Riptide requires; the tier 5 points also open Purification.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank); with Healing Focus you can keep landing them while someone hits you.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60): a heal you can cast while running, which is most of PvP healing. It heals nothing up front, so put it on before the burst lands.
The beta stopped at level 30, so this wasn't tried in a battleground before launch; it's planned from the client's talents. Riptide is the heal to cast on the move, and Chain Heal (40) heals three teammates in a fight around a flag or a node. Keep Nature's Swiftness for an instant Healing Wave when someone is about to die, and Grounding Totem for Polymorph and Fear. With Healing Focus, a melee player on you usually can't push your heals back.
Restoration: Restoration PvP (50) (level 50)
The level 40 build plus all of Ancestral Healing for armor on whoever you crit-heal, two more points of Tidal Focus, and all of Totemic Focus for cheap Grounding and Tremor Totems.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Tidal Focus 3/5: At 3/5 your healing spells cost 3% less mana and your chance to hit is 3% higher, so Earth Shock interrupts and Frost Shock slows miss less.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Mana Tide Totem 1/1: A totem that restores mana to group members within 30 yards every 3 seconds for 12 sec: 88 mana at rank 1, 133 from 38, 197 from 48 and 290 from 58. Drop it in a long fight when you and the casters run low.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), and the 3/3 is what Riptide requires; the tier 5 points also open Purification.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank); with Healing Focus you can keep landing them while someone hits you.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60): a heal you can cast while running, which is most of PvP healing. It heals nothing up front, so put it on before the burst lands.
- Ancestral Healing 3/3: At 3/3 a critical heal raises the target's armor by 25% for 15 sec (8% and 17% at ranks 1 and 2): a Warrior or Rogue hitting your teammate, or you, does less damage.
- Totemic Focus 5/5: At 5/5 your totems cost 25% less mana (5% per rank), so you can drop Grounding Totem and Tremor Totem every time they're needed without draining your heals.
Planned from the client's data for level 50, above where the beta stopped at 30, so it hasn't been tested. Ancestral Healing's armor matters most against Warriors and Rogues, and Totemic Focus lets you drop Grounding Totem and Tremor Totem freely. Riptide rank 2 arrives at 50.
Restoration: Restoration PvP (60) (level 60)
All 51 points for PvP: the level 50 build with Tidal Focus finished, all of Ancestral Knowledge in Enhancement for 10% more Intellect, Guardian Totems for a faster Grounding Totem, and a point of Restorative Totems.
- Improved Healing Wave 5/5: At 5/5 Healing Wave casts 0.5 sec faster (0.1 sec per rank), and Healing Wave is still your main heal.
- Tidal Focus 5/5: At 5/5 your healing spells cost 5% less mana and your chance to hit is 5% higher (1% per rank each), so Earth Shock interrupts and Purge land more often.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast (17% at rank 1, 33% at rank 2), so casting no longer stops your mana coming back.
- Improved Reincarnation 2/2: At 2/2 your maximum health is 4% higher, Reincarnation's cooldown is 20 min shorter and you come back with an extra 20% health and Mana.
- Water Shield 1/1: Its 3 globes restore 2% of your maximum mana when an attack hits you or one of your spells is a critical, at most one every few seconds.
- Healing Focus 3/3: At 3/3 your healing spells have a 70% chance not to lose casting time when you take damage (23% and 47% at ranks 1 and 2), so a mob or player hitting you rarely pushes back a heal.
- Mana Tide Totem 1/1: A totem that restores mana to group members within 30 yards every 3 seconds for 12 sec: 88 mana at rank 1, 133 from 38, 197 from 48 and 290 from 58. Drop it in a long fight when you and the casters run low.
- Tidal Mastery 5/5: At 5/5 your healing spells are 5% more likely to be critical (1% per rank); every critical heal heals more and also fires a Water Shield globe.
- Nature's Swiftness 1/1: When activated, your next Nature spell with a casting time less than 10 sec becomes instant: an instant Healing Wave or Chain Heal when someone is about to die.
- Healing Way 3/3: At 3/3 Healing Wave heals 25% more (8% and 17% at ranks 1 and 2), and the 3/3 is what Riptide requires; the tier 5 points also open Purification.
- Purification 5/5: At 5/5 all your healing spells are 10% more effective (2% per rank); with Healing Focus you can keep landing them while someone hits you.
- Riptide 1/1: Tier 7, needs Healing Way at 3/3. An instant heal over time, 445 over 15 sec at rank 1 (575 at 50, 805 at 60): a heal you can cast while running, which is most of PvP healing. It heals nothing up front, so put it on before the burst lands.
- Ancestral Healing 3/3: At 3/3 a critical heal raises the target's armor by 25% for 15 sec (8% and 17% at ranks 1 and 2): a Warrior or Rogue hitting your teammate, or you, does less damage.
- Totemic Focus 5/5: At 5/5 your totems cost 25% less mana (5% per rank), so you can drop Grounding Totem and Tremor Totem every time they're needed without draining your heals.
- Ancestral Knowledge 5/5: At 5/5 your Intellect is 10% higher (2% per rank), a bigger mana pool for a long battleground; the points also open Guardian Totems.
- Guardian Totems 2/2: At 2/2 Grounding Totem comes back 2 sec sooner and Stoneskin Totem and Windwall Totem reduce 20% more damage (1 sec and 10% at rank 1), so you can drop Grounding more often against casters.
- Restorative Totems 1/5: Rank 1 makes Mana Spring Totem 5% and Healing Stream Totem 10% stronger; it's the point left over once the PvP talents are in.
Level 60 is far above where the beta stopped at 30, so this is the client's talent data shaped into a plan, not something anyone played before launch. Guardian Totems takes 2 seconds off Grounding Totem's cooldown, so you can soak more Polymorphs and Fears in a fight. Ancestral Knowledge gives you the mana for a long battleground. Riptide rank 3 and Healing Wave rank 10 arrive at 60.
Checked against WoW Forever build 1.60.1.70862.
Popular builds
Seen in WoW Forever: 11 players (13 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.
Levels 10–19
10 Shaman characters at Levels 10–19.
- Enhancement: No two Enhancement players here run the same build yet.
- Restoration: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Levels 20–29
4 Shaman characters at Levels 20–29.
- Enhancement: Not enough players yet: 4 of the 5 characters needed, from at least 3 different players.
Levels 30–39
1 Shaman character at Levels 30–39.
- Enhancement: Not enough players yet: 1 of the 5 characters needed, from at least 3 different players.
Best in slot gear at any level: Elemental, Enhancement, Restoration
Shaman abilities
- Ancestral Fortitude
- Healing Wave (level 1)
- Lightning Bolt (level 1)
- Rockbiter Weapon (level 1)
- Earth Shock (level 4)
- Stoneskin Totem (level 4, from the Classic class quest Call of Earth (rank 1))
- Earthbind Totem (level 6)
- Lightning Shield (level 8)
- Stoneclaw Totem (level 8)
- Flame Shock (level 10)
- Flametongue Weapon (level 10)
- Searing Totem (level 10, from the Classic class quest Call of Fire (rank 1))
- Strength of Earth Totem (level 10)
- Ancestral Spirit (level 12)
- Fire Nova (level 12)
- Purge (level 12)
- Cure Poison (level 16)
- Tremor Totem (level 18)
- Call of the Elements (level 20)
- Frost Shock (level 20)
- Frostbrand Weapon (level 20)
- Ghost Wolf (level 20)
- Healing Stream Totem (level 20, from the Classic class quest Call of Water (rank 1))
- Lesser Healing Wave (level 20)
- Totemic Recall (level 20)
- Cure Disease (level 22)
- Poison Cleansing Totem (level 22)
- Totemic Call (level 22)
- Water Breathing (level 22)
- Frost Resistance Totem (level 24)
- Far Sight (level 26)
- Magma Totem (level 26)
- Mana Spring Totem (level 26)
- Fire Resistance Totem (level 28)
- Flametongue Totem (level 28)
- Water Walking (level 28)
- Astral Recall (level 30)
- Call of the Ancestors (level 30)
- Grounding Totem (level 30)
- Nature Resistance Totem (level 30)
- Reincarnation (level 30)
- Windfury Weapon (level 30)
- Chain Lightning (level 32)
- Windfury Totem (level 32)
- Sentry Totem (level 34)
- Windwall Totem (level 36)
- Disease Cleansing Totem (level 38)
- Call of the Spirits (level 40)
- Chain Heal (level 40)
- Grace of Air Totem (level 42)
Data from the WoW Forever client, build 1.60.1.70862, extracted .