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Shaman Talent builds

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Other classes: Warrior, Paladin, Hunter, Rogue, Priest, Mage, Warlock, Druid

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Levels 20–29

4 Shaman characters at Levels 20–29.

Levels 30–39

1 Shaman character at Levels 30–39.

Best in slot gear at any level: Elemental, Enhancement, Restoration

Shaman abilities

Data from the WoW Forever client, build 1.60.1.70862, extracted .