Shaman PvP
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic
Shamans are totem-based hybrids that heal, cast elemental spells or fight in melee. Forever adds Lava Burst for Elemental, Riptide for Restoration 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 Shaman PVP guide
Elemental is the Shaman's ranged damage spec in PvP: Lightning Bolt from range, instant shocks for burst and control, and totems that slow and protect. At level 20 your key tools are Earth Shock to interrupt, Frost Shock and Earthbind Totem to keep melee off you, and Tremor Totem against fear. The PvP build trades the dungeon build's mana savings and hit for Elemental Warding and a wider Earthbind Totem.
Burst
- Searing Totem: If you see the fight coming, drop it first; it attacks an enemy within 20 yards on its own while you cast.
- Lightning Bolt: Open from range while the target isn't on you yet, and keep casting while they close in.
- Flame Shock: Instant once they're in shock range, and the burn lasts 12 sec. Your shocks share a cooldown, so this is your opener, not your finisher.
- Frost Shock: At rank 1 it hits harder than your other shocks and slows by 50% for 8 sec, so it's your best finisher on a runner.
- Earth Shock: Against a caster or healer, save it for the interrupt rather than the damage: it stops the cast and locks that school for 2 sec.
- Elemental Focus: When it procs, your next damage spell is free; spend it on Frost Shock, your most expensive spell.
Control
- Earthbind Totem: Drop it when a melee player comes at you; it slows enemies within 10 yards for 45 sec. Walk out of the area and cast from its edge.
- Frost Shock: Slows by 50% for 8 sec: for a melee player who gets through Earthbind Totem, or an enemy flag carrier.
- Earth Shock: Interrupts the cast and locks that school for 2 sec: a heal, a Polymorph, a Fear or an Entangling Roots.
- Tremor Totem: Removes Fear, Charm and Sleep effects from party members within 30 yards; put it down before a Warlock or Priest fears you, not after.
- Purge: Removes 1 magic effect from an enemy; use it on a buff that protects them just before you commit your burst.
Staying alive
- Lightning Shield: Keep it up: its 3 balls of lightning strike anyone who hits you with a spell, melee or ranged attack, one ball every few seconds.
- Elemental Warding: Passive: rank 1 cuts the damage you take from Fire, Frost and Nature effects by 4%, such as a Mage's Fire and Frost spells, a Druid's Wrath and a Warlock's Immolate.
- Stoneskin Totem: Against Warriors, Rogues and Hunters: it reduces the Physical damage party members within 30 yards take from each hit.
- Lesser Healing Wave: Your fast self-heal when someone is hitting you; save Healing Wave for when nobody is.
- Ghost Wolf: Increases your speed by 40%, but it has a cast time and only works outdoors, so start it while you still have a gap.
Battlegrounds
You're ranged damage and your team's interrupter. Stand behind your melee, cast Lightning Bolt at whoever they're attacking, and keep the shock cooldown free to Earth Shock an enemy healer's big heal. Defending a flag or a control point suits you: Earthbind Totem slows attackers coming onto it, Searing Totem shoots anyone in range, and Fire Nova hits everyone standing near your Fire totem. Put Tremor Totem near your healers when the enemy has Warlocks or Priests, and Stoneskin Totem when they're mostly melee. When your team chases an enemy flag carrier, Frost Shock slows them so the others can catch up. Carrying a flag yourself isn't your job at this level, since your Ghost Wolf has a cast time. Blizzard's new 15 vs 15 battleground, Darkspear Islands, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs will matter there once it opens for testing.
Open-world PvP
On the PvP ruleset you'll be attacked while questing, usually when you're low on mana or already fighting a mob. Keep Lightning Shield up while you quest, and drink to full before pulling near the other faction's quest areas. When someone opens on you, drop Earthbind Totem and put distance between you before casting; Frost Shock whoever follows, then turn and use Lightning Bolt. A Rogue can Sap you while you're out of combat, and Blizzard's notes say Sap now flags the Rogue for PvP when used on a PvP-flagged target. When you're the one attacking, start with Lightning Bolt from range on a player who's busy with a mob, then finish with your shocks. Near a contested objective, fight where the mobs aren't, because a mob hitting you pushes back your casts. If you're losing, start Ghost Wolf outdoors as soon as you have a gap, not once they're on you.
Matchups
- vs Warrior: Warriors need to reach you and stay on you. Charge stuns you for a moment but only works before they're in combat, and Hamstring slows you. Keep Lightning Shield and Stoneskin Totem up, then drop Earthbind Totem and walk out once they're on you; Frost Shock them when they follow, and every second they aren't hitting you is a free Lightning Bolt. A Warrior with a shield can Shield Bash to lock your spell school for longer than your Earth Shock locks anyone, so don't start a long cast right next to them.
- vs Rogue: Rogues pick when the fight starts. Sap's Forever tooltip no longer says it needs Stealth, but it only works on targets out of combat, and Gouge and Kick stop you casting; Kick locks your spell school for longer than your Earth Shock locks theirs. Keep Lightning Shield up while questing so every hit costs them. When Gouge ends, step away and drop Earthbind Totem before you cast, and Frost Shock a Rogue who uses Sprint to catch you.
- vs Mage: Mages out-range and out-control you: Frost Nova freezes you in place, Frostbolt slows you, Polymorph turns you into a sheep and Blink puts distance between you. Earth Shock their Polymorph or a big Frostbolt. Their shields help you pick spells: Mana Shield only absorbs physical damage and Fire Ward only Fire damage, so Lightning Bolt and Earth Shock go straight through both, while Elemental Warding cuts their Fire and Frost damage. Ice Lance deals 300% more damage to a frozen target, so when Frost Nova freezes you, expect it and heal with Lesser Healing Wave.
- vs Warlock: Warlocks fear you and wear you down with damage over time. Fear's range is shorter than Lightning Bolt's, so fight from the edge of your range, and put Tremor Totem down before the fight, since it removes Fear. Fear has a cast time, so Earth Shock it when Tremor Totem isn't down. Elemental Warding helps against Immolate and Searing Pain, but not against Shadow spells such as Shadow Bolt and Corruption.
- vs Priest: Priests heal through your damage and send you running with Psychic Scream, which only reaches enemies within 8 yards, so stay at range and keep Tremor Totem down. Power Word: Shield absorbs damage and stops damage from interrupting their casts, so pushback won't slow their heals: Earth Shock their Flash Heal or Heal instead. A target can't be shielded again for 15 sec, so the moment a shield breaks is your best window for burst.
- vs Druid: Druids heal, root and shift. Entangling Roots holds you in place and has a cast time, so Earth Shock it; its damage is Nature, which Elemental Warding reduces, as is Wrath's, but Moonfire and Starfire are Arcane and it doesn't cover them. Bear Form and Cat Form free them from movement impairing effects when they shift, so don't spend Frost Shock just before they change form. Interrupt Healing Touch or Regrowth when your damage has them low.
- vs Hunter: Hunters want range just as you do, and their pet will be on you. Stoneskin Totem reduces the Physical damage of their shots and the pet's hits, and Elemental Warding reduces Serpent Sting's Nature damage. Concussive Shot and Wing Clip slow you, and Freezing Trap freezes the first enemy that walks into it, so don't chase a Hunter across ground they've been standing on. A Hunter in Aspect of the Cheetah is dazed when hit, so an instant shock catches one running for position.
- vs Paladin: Paladins are hard to kill and hard to stop. Hammer of Justice stuns you, Divine Protection makes them immune to all attacks and spells for 8 sec, and Lay on Hands heals them for their maximum health. Voice of Truth makes them immune to interrupts for 6 sec, so don't waste Earth Shock while it's up, and Blessing of Freedom makes them immune to your slows. They fight in melee, so Earthbind Totem, Frost Shock and range are how you win; save Earth Shock for Holy Light or Flash of Light.
- vs Shaman: Another Shaman has your kit. Earth Shock on their heal is often the turning point, so keep your shock cooldown free when they start casting Healing Wave. Their totems have only 5 health, so any hit kills an Earthbind Totem or Searing Totem that's in your way. Elemental Warding cuts all of their spell damage, since it's all Fire, Frost or Nature, and their Lightning Shield only fires one ball every few seconds.
Stats
Stamina, Spell Power, Critical Strike, Hit, Intellect, Mana per 5 sec. A dead caster does no damage, so in PvP Stamina comes first. Spell Power raises every hit, Critical Strike is the burst that finishes players (and from level 30, Elemental Fury makes crits hit much harder), and Hit stops your Earth Shock interrupt and Frost Shock slow from missing. Intellect and Mana per 5 sec keep you casting through a long battleground.
Tips
- Fear's range is shorter than Lightning Bolt's, so against Warlocks fight from the edge of your casting range.
- Mana Shield only absorbs physical damage and Fire Ward only Fire damage, so against a shielded Mage lead with Lightning Bolt and Earth Shock rather than Flame Shock.
- Voice of Truth makes a Paladin immune to interrupts for 6 sec; wait it out before you spend Earth Shock.
- Call of the Elements places your whole totem set, but it's a 3 sec cast: use it before a fight or between fights, never while someone is hitting you.
- Earthbind Totem has only 5 health and goes down at your feet, so drop it and walk away through the slowed area; a melee player who stops to kill it isn't hitting you.
Enhancement Shaman PVP guide
Enhancement is the Shaman's melee PvP spec: a big two-hander, instant shocks for burst and control, and an instant Ghost Wolf to catch people and to escape them. At level 20, Improved Ghost Wolf is what sets the PvP build apart from the dungeon build, and Windfury Weapon at 30 is the big damage jump.
Burst
- Rockbiter Weapon: Before the fight: rank 3 adds 88 attack power to your weapon, and its extra threat means nothing against players.
- Ghost Wolf: Close the gap in wolf form; with Improved Ghost Wolf it's instant and moves you 40% faster.
- Flame Shock: Instant as you arrive; the 12 sec burn ticks while you swing.
- Frost Shock: When the shock cooldown is back: at this level it hits harder than your other shocks, and it slows by 50% for 8 sec.
- Earth Shock: Your finisher when the target is low, unless you need it to stop a heal; it locks that spell school for 2 sec.
Control
- Frost Shock: Slows by 50% for 8 sec: use it on a runner or a flag carrier.
- Frostbrand Weapon: Swap to it when keeping a target in reach matters more than damage: hits have a chance to slow by 25% for 8 sec, though the tooltip doesn't give the chance.
- Earthbind Totem: Drop it at your feet in melee; it slows enemies within 10 yards, so your target can't just walk away.
- Earth Shock: Interrupt a heal or a crowd-control cast; that spell school stays locked for 2 sec.
- Tremor Totem: Before fighting a Warlock or Priest: it removes Fear, Charm and Sleep effects from party members within 30 yards.
- Purge: Removes 1 magic effect from an enemy; use it on a buff that protects your target.
Staying alive
- Lightning Shield: Keep it up; in melee, anyone hitting you takes Nature damage, one ball every few seconds.
- Improved Ghost Wolf: Cuts Ghost Wolf's cast by 3 sec, so it's instant and works indoors: your escape when a fight turns.
- Stoneskin Totem: Against Warriors, Rogues and Hunters: it reduces the Physical damage party members within 30 yards take from each hit.
- Lesser Healing Wave: Your quick self-heal; Ancestral Knowledge's extra Intellect gives you the mana for a few.
Battlegrounds
You're a melee attacker who can get anywhere fast. Instant Ghost Wolf takes you to a fight, a control point or an enemy flag carrier ahead of most players, and Frost Shock and Frostbrand Weapon keep a carrier slowed while your team catches up. Stay on enemy healers and casters: Earth Shock stops a heal, and Earthbind Totem at your feet keeps them from walking away. When defending, drop Stoneskin Totem for your melee, Strength of Earth Totem when several of them fight together, and Tremor Totem against fear. You're also the one to send when a point is lost or a carrier needs chasing, because you get there first. Blizzard's new 15 vs 15 battleground, Darkspear Islands, mixes control points with Arathi Basin-style flag captures and defense, so a fast Shaman who can reach any point will have plenty to do once it opens for testing.
Open-world PvP
On the PvP ruleset you're good at hunting other players: an instant Ghost Wolf closes distance and Frost Shock stops them getting away. Attack when they're fighting a mob or low on health, open with Flame Shock and melee, and save Frost Shock for when they run. When you're attacked, turn and fight a caster, since you're at your best next to them; against someone stronger, drop Earthbind Totem, then shift to Ghost Wolf and leave. Keep Lightning Shield up while questing so an ambush costs the attacker. A Rogue can Sap you while you're out of combat, and Blizzard's notes say Sap now flags the Rogue for PvP when used on a PvP-flagged target. Near a contested objective, clear the mobs around you first so the fight is only you and them.
Matchups
- vs Warrior: Warriors are built for melee too, so this fight is close. Stoneskin Totem cuts every hit they land and Lightning Shield hits back. Disarm takes your weapon for 10 sec: step away, drop Earthbind Totem and use your shocks until it's back. Retaliation counterattacks melee hits from the front but not from behind, so get behind them or switch to shocks until it ends.
- vs Rogue: Rogues choose when the fight starts. Sap's Forever tooltip no longer says it needs Stealth, but it only works on targets out of combat; Gouge stops you for a few seconds and Kick can lock you out of your heals, so heal early rather than at the last second. Keep Lightning Shield up while questing so every hit costs them. Evasion raises their dodge chance for 15 sec, so lean on Flame Shock and Frost Shock while it lasts, and when they Sprint away to reset, Frost Shock them or follow in instant Ghost Wolf.
- vs Mage: Mages try to keep you at range: Frost Nova freezes you, Frostbolt slows you, Polymorph takes you out of the fight, and Blink frees them from stuns and roots and moves them away. Instant Ghost Wolf closes the gap after a Blink, and Earth Shock stops their Polymorph or Frostbolt. Mana Shield absorbs physical damage, meaning your melee, by draining their mana, so your shocks are what get through it; Fire Ward absorbs Fire damage, so Flame Shock is wasted while it's up. Once you're next to them, stay there with Earthbind Totem and Frost Shock.
- vs Warlock: Warlocks fear you and drain you. Put Tremor Totem down before you engage, since it removes Fear, and Earth Shock a Fear you see being cast. Get into melee and stay there: an instant Ghost Wolf covers the distance and Earthbind Totem keeps them near you. Drain Life heals them while it hurts you, so Earth Shock it when your shock is free.
- vs Priest: Priests shield themselves and heal through melee damage, and Psychic Scream sends enemies within 8 yards running, which includes you in melee. Put Tremor Totem down before the fight. Power Word: Shield stops damage from interrupting their casts, so Earth Shock their Flash Heal or Heal instead of hoping your swings will. A target can't be shielded again for 15 sec, so push your damage right after a shield breaks.
- vs Druid: Druids shift. Bear Form and Cat Form free them from movement impairing effects, so your Frost Shock and Earthbind Totem can be undone by a form change; slow them after they've shifted. Entangling Roots holds you in place and has a cast time, so Earth Shock it. Bash stuns you, and in Bear Form Feral Charge immobilizes you and interrupts your cast. When they drop to caster form to heal, Earth Shock their Healing Touch or Regrowth.
- vs Hunter: Hunters want range, so get in close and stay there. Concussive Shot and Wing Clip slow you, and Freezing Trap freezes the first enemy that walks into it, so don't run straight at a Hunter who's been standing still. Stoneskin Totem reduces the Physical damage from their shots and pet. Instant Ghost Wolf gets you back into melee, and Earthbind Totem at your feet keeps them from walking away. Aspect of the Cheetah dazes them when they're hit, so a Flame Shock catches one who's running.
- vs Paladin: Paladins are tough melee fighters with heals. Blessing of Protection makes them immune to physical attacks for 6 sec but stops them attacking too, so switch to shocks until it ends. Divine Protection makes them immune to all attacks and spells for 8 sec; use that time to put your totems and Lightning Shield back up. Hammer of Justice stuns you, Blessing of Freedom makes them immune to your slows, and Voice of Truth makes them immune to interrupts for 6 sec, so time Earth Shock for their Holy Light or Flash of Light after it ends.
- vs Shaman: Another Shaman has the same tools, so shocks decide it. Keep Earth Shock ready for their Lesser Healing Wave or Healing Wave, and kill their totems, which have only 5 health. Their Lightning Shield only strikes back one ball every few seconds, so keep swinging. Against an Elemental Shaman, get into melee with Ghost Wolf and stay there; expect Earthbind Totem and Frost Shock to be used to keep you off.
Stats
Weapon DPS, Stamina, Strength, Critical Strike, Hit, Agility, Attack Power, Intellect. A slow two-hander with high damage is your burst, so weapon damage comes first, with Stamina right behind it because melee players take hits. Strength and Attack Power raise every swing, and Critical Strike gives you the big hits that end fights. Hit stops your swings and Earth Shock interrupts from missing. Intellect pays for shocks and self-heals.
Tips
- Improved Ghost Wolf makes Ghost Wolf instant and usable indoors, so use it every time you need to close distance or leave, not only for travel.
- Retaliation counterattacks melee hits from the front but not from behind, so step behind a Warrior who uses it.
- Blessing of Protection stops physical attacks, not spells: when a Paladin uses it, keep up the pressure with Flame Shock and Frost Shock.
- Power Word: Shield can't be put on the same target again for 15 sec after it's cast, so push your damage right after a Priest's shield breaks.
- Rockbiter Weapon's extra threat does nothing against players, which makes its attack power a solid pick at 20; Flametongue Weapon's Fire damage can be absorbed by a Mage's Fire Ward.
Restoration Shaman PVP guide
Restoration is the Shaman's PvP healer. You keep your team alive with Lesser Healing Wave under pressure and Healing Wave when you have room, and your totems do much of the rest: Tremor Totem against fear, Stoneskin Totem against melee and Earthbind Totem to peel. The PvP build takes Improved Reincarnation's extra health and Healing Focus, because healers are the first target.
Burst
- Lesser Healing Wave: Your fastest heal: land it when a teammate is being burst down.
- Healing Wave: Your big heal when nobody is hitting you; Healing Focus makes it harder for damage to stop the cast.
- Healing Stream Totem: Put it down at the start of every fight; it heals group members within 30 yards every 2 seconds.
- Earth Shock: When your team goes for a kill, interrupt the enemy healer's heal; that school stays locked for 2 sec.
- Frost Shock: Your hardest-hitting spell at this level, and it slows by 50% for 8 sec, so a low target can't run from your team.
Control
- Earthbind Totem: Drop it when a melee player reaches you, then walk out of it; it slows enemies within 10 yards for 45 sec.
- Tremor Totem: Removes Fear, Charm and Sleep effects from party members within 30 yards; place it before the fight against Warlocks and Priests.
- Earth Shock: Stop an enemy heal, or a Polymorph or Fear aimed at your team; that school is locked for 2 sec.
- Frost Shock: Slows a melee player chasing you, or an enemy flag carrier, by 50% for 8 sec.
- Purge: Removes 1 magic effect from an enemy, such as a buff protecting the target your team is attacking.
Staying alive
- Healing Focus: Gives you a 70% chance to avoid interruption from damage while casting a heal, so you can keep healing while being hit.
- Improved Reincarnation: Passive: rank 1 raises your maximum health by 4%.
- Lightning Shield: Keep it up; anyone hitting you takes Nature damage, one ball every few seconds.
- Stoneskin Totem: Against melee and Hunters, it reduces the Physical damage party members within 30 yards take from each hit.
- Lesser Healing Wave: Heal yourself first when you're the target; a dead healer heals no one.
- Ghost Wolf: Speeds you up by 40%, outdoors only; start the cast when you have a gap, not with a melee player on you.
Battlegrounds
You heal, and you're the enemy's first target. Stay behind your team, in range of the people you heal but out of melee reach. Your totems are a big part of what you bring: Healing Stream Totem heals everyone near it, Stoneskin Totem cuts melee and Hunter damage, and Tremor Totem stops fears. Put them down near the fight when you defend a control point or a flag, and replace them when they die, since each has only 5 health. Earth Shock an enemy healer when your team goes for a kill, and Frost Shock enemy flag carriers so your team catches them. Leave flag carrying to others at this level: your Ghost Wolf has a cast time, so you're slow to escape. Blizzard's new 15 vs 15 battleground, Darkspear Islands, mixes control points with Arathi Basin-style flag captures and defense, so there will be points where a healer with totems makes a defense hard to break once it opens for testing.
Open-world PvP
On the PvP ruleset you can outlast many attackers, but you won't kill them quickly. Keep Lightning Shield up while questing and heal to full before pulling near other players. If someone attacks you, put down the totem that counters them, Stoneskin Totem against melee or Tremor Totem against fear, heal through the opening with Lesser Healing Wave, and use Earthbind Totem to step out of melee; your shocks and Searing Totem are your damage. If you're losing, start Ghost Wolf as soon as you have space, outdoors only. Questing with a partner makes you far more dangerous, because your heals keep them fighting. A Rogue can Sap you while you're out of combat, and Blizzard's notes say Sap now flags the Rogue for PvP when used on a PvP-flagged target. Near a contested objective, clear the mobs around you first so you aren't healing through both.
Matchups
- vs Warrior: Warriors want to stand on you and stop your heals. Stoneskin Totem and Lightning Shield soften their hits, and Healing Focus keeps most of your heals going while they hit you. Earthbind Totem and Frost Shock buy space, so heal yourself when you're out of reach. A Warrior with a shield can Shield Bash to lock your healing school for longer than your Earth Shock locks anyone, so heal early rather than waiting until you're low.
- vs Rogue: Rogues want to catch you alone. Sap's Forever tooltip no longer says it needs Stealth, but it only works out of combat, so it usually starts the fight. Kick locks your healing school and Gouge stops you for a few seconds, so heal before you need to rather than on your last sliver of health. Keep Lightning Shield up so every hit costs them, drop Earthbind Totem when they're on you, and Frost Shock them when they Sprint back in. Stoneskin Totem cuts each of their hits.
- vs Mage: Mages can lock you down: Polymorph turns you into a sheep and Frost Nova freezes you in place. Earth Shock their Polymorph if you see it coming, and stay behind your team, out of their easy reach. Ice Lance deals 300% more damage to a frozen target, so when Frost Nova freezes you, heal yourself instead of casting at them. Mana Shield absorbs physical damage and Fire Ward absorbs Fire damage, so your Earth Shock and Frost Shock get through both.
- vs Warlock: Warlocks fear and drain. Tremor Totem is your answer: put it down before the fight. Fear's range is shorter than your heals', so you can heal from further back than they can fear. Fear has a cast time, so Earth Shock it when Tremor Totem isn't down, and let Healing Stream Totem cover the ticks of their damage over time while you heal the big hits.
- vs Priest: An enemy Priest heals as well as you do. Psychic Scream sends enemies within 8 yards running, so keep your distance and keep Tremor Totem down. Power Word: Shield stops damage from interrupting their casts, so Earth Shock their Flash Heal or Heal rather than hoping pushback will do it. A target can't be shielded again for 15 sec, so your team's best window is right after a shield breaks.
- vs Druid: Druids heal, root and shift. Entangling Roots holds you in place and has a cast time, so Earth Shock it. Bear Form and Cat Form free them from your slows when they shift. Bash stuns you, and in Bear Form Feral Charge immobilizes you and interrupts your cast, so don't start a long Healing Wave when a bear is charging in; use Lesser Healing Wave. Earth Shock their Healing Touch or Regrowth when your team is close to a kill.
- vs Hunter: Hunters hit hard from range and send their pet at you. Stoneskin Totem cuts the Physical damage from their shots and the pet, and Lightning Shield strikes the pet back when it hits you. Freezing Trap freezes the first enemy that walks into it, so don't run at a Hunter who's been standing still. Concussive Shot and Wing Clip slow you, so stay behind your team rather than trying to outrun one. Aspect of the Cheetah dazes them when they're hit, so a Frost Shock catches one who's moving.
- vs Paladin: Paladins are hard to kill and heal themselves. Hammer of Justice stuns you, and Divine Protection makes them immune to all attacks and spells for 8 sec, so don't waste shocks on them then. Voice of Truth makes them immune to interrupts for 6 sec, so wait before you use Earth Shock on their Holy Light or Flash of Light. Blessing of Freedom makes them immune to your slows. Your job is to keep your team up while they wear the Paladin down.
- vs Shaman: Another Shaman has your kit, including an Earth Shock for your heals. Earth Shock's range is shorter than Healing Wave's, so staying back keeps you out of it. Their totems have only 5 health, so have your team kill their Healing Stream Totem and Stoneskin Totem, or hit them yourself. Save your own Earth Shock for their Lesser Healing Wave or Healing Wave.
Stats
Stamina, Healing Power, Mana per 5 sec, Intellect, Critical Strike, Spirit. Healers are the first target in PvP, so Stamina matters more for you than anywhere else. Healing Power (or Spell Power) makes each heal bigger, which counts most when you only get one cast off. Mana per 5 sec and Intellect keep you healing through a long battleground, and Critical Strike and Spirit come after.
Tips
- Healing Wave heals more per mana but takes longer; in a fight with players, Lesser Healing Wave is usually the heal that lands.
- Power Word: Shield stops damage from interrupting a Priest's casts, so use Earth Shock on their heals rather than relying on pushback.
- Voice of Truth makes a Paladin immune to interrupts for 6 sec; don't spend Earth Shock until it ends.
- Put Tremor Totem down before a Warlock's first Fear, not after; a feared healer can't heal anyone.
- Your heals reach further than Fear, Psychic Scream or Earth Shock, so healing from the back of your team keeps you out of most crowd control.
Checked against WoW Forever beta build 1.60.1.70009.
Shaman abilities
- Ancestral Fortitude
- Healing Wave (level 1)
- Lightning Bolt (level 1)
- Rockbiter Weapon (level 1)
- Earth Shock (level 4)
- Stoneskin Totem (level 4)
- Earthbind Totem (level 6)
- Lightning Shield (level 8)
- Stoneclaw Totem (level 8)
- Flame Shock (level 10)
- Flametongue Weapon (level 10)
- Searing Totem (level 10)
- 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)
- Lesser Healing Wave (level 20)
- Totemic Recall (level 20)
- Cure Disease (level 22)
- Poison Cleansing Totem (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)
- Lava Burst (level 40)
- Riptide (level 40)
- Grace of Air Totem (level 42)