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Shaman Builds
Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Macros · Changes vs Classic
Shamans are totem-based hybrids that heal, cast elemental spells or fight in melee. Forever adds Lava Burst and Riptide as the Elemental and Restoration capstone talents, 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.
- 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. On its tooltip numbers, Lightning Bolt rank 3 has the same 2.5 second cast as rank 4 and slightly more damage per mana, so it's worth keeping on your bar for when mana runs low. If you'd rather cast faster than save mana, Elemental Alacrity is the other tier 3 choice: its first point 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.
- Elemental Alacrity 1/3: Rank 1 takes 0.17 sec off Lightning Bolt's cast (and Chain Lightning's and Lava Burst's later), so you fit more bolts into every fight. Its 3/3 is what Call of Thunder needs at level 25.
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 a 0.50 sec faster Lightning Bolt, Call of Thunder for more critical Lightning Bolts, Eye of the Storm against pushback when a mob reaches you, and Earthbound, which holds mobs in place when you drop Earthbind Totem.
- 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; it covers Chain Lightning and Lava Burst later too.
- 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.
- 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), the biggest damage gain in the tree at this level, and all 3 points are what Call of Thunder requires.
- Call of Thunder 1/1: Needs Elemental Alacrity at 3/3. One point adds 3% critical strike chance to Lightning Bolt and Chain Lightning.
- Eye of the Storm 2/3: At 2/3 damaging attacks push back your Lightning Bolt 47% less (23% at rank 1), which is what you need when a mob reaches you mid-cast; these points also open tier 5.
- 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.
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 bolts off before a mob reaches you. When it does, drop Earthbind Totem: Earthbound holds the mob in place for a moment, so walk back out of melee range and keep casting, and Eye of the Storm takes away most of the pushback if it still hits you. 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.
Elemental: Elemental dungeon (30) (level 30)
A group build for level 30 dungeons: every damage and mana talent in tiers 1 to 3, Call of Thunder for more critical Lightning Bolts, Improved Fire Nova for trash packs, and the first point of Lightning Overload, the talent Lava Burst needs at 40.
- 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.
- 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), the biggest damage gain in the tree at this level, and all 3 points are what Call of Thunder requires.
- Call of Thunder 1/1: Needs Elemental Alacrity at 3/3. One point adds 3% critical strike chance to Lightning Bolt and Chain Lightning.
- Improved Fire Nova 2/2: At 2/2 Fire Nova deals 20% more damage and its cooldown is 4 sec shorter (10% and 2 sec per rank): your best tool on trash packs until Chain Lightning at 32.
- Lightning Overload 1/3: Tier 5: rank 1 gives Lightning Bolt and Chain Lightning a 3% chance to cast a second, similar spell at no extra cost that deals half damage and no threat. Its 3/3 is also what Lava Burst requires at 40.
On a boss, set up with Call of the Elements before the pull, then Flame Shock, Lightning Bolt until Flame Shock runs out, and repeat. 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; Improved Fire Nova brings it back 4 seconds sooner. Lightning Overload's extra bolts cause no threat, so they're free damage. Use Totemic Recall after the pull to get 25% of the totems' mana back.
Elemental: Elemental PvP (20) (level 20)
A PvP build for level 20: full Concussion for Lightning Bolt and Earth Shock, Elemental Warding to take 10% less Fire, Frost and Nature damage, Reverberation for more frequent shocks, and Elemental Focus for the odd free shock. Compared with the dungeon build, it gives up its Convection, Call of Flame and Elemental Alacrity points.
- 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 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 a Mage's Fire and Frost spells, other Shamans, a Warlock's Immolate and Searing Pain, a Druid's Wrath and Entangling Roots and a Hunter's Serpent Sting.
- 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. 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.
Elemental: Elemental PvP (30) (level 30)
A level 30 PvP build: the level 20 PvP talents plus all of Elemental Alacrity and Call of Thunder for faster, more critical Lightning Bolts, all of Eye of the Storm so melee hits barely push back your casts, and Earthbound, which roots attackers in place when you drop Earthbind Totem.
- Concussion 5/5: At 5/5 Lightning Bolt and Earth Shock deal 5% more damage; they're still your main damage against players until Chain Lightning at 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 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.
- 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 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 Call of Thunder.
- Call of Thunder 1/1: Needs Elemental Alacrity at 3/3. One point adds 3% critical strike chance to Lightning Bolt and Chain Lightning, and a critical Lightning Bolt followed by an instant shock ends fights.
- Eye of the Storm 3/3: At 3/3 damaging attacks push back your Lightning Bolt 70% less (23% and 47% at ranks 1 and 2), so a Warrior or Rogue hitting you no longer stops you finishing a cast.
- 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.
Same plan as at 20, with more tools. When a melee player reaches you, drop Earthbind Totem: Earthbound roots them for a moment, so walk out of range, turn and cast. Eye of the Storm means their hits barely push back your Lightning Bolt, so you can often stand and finish a cast even when they get back to you, and Elemental Alacrity makes each bolt faster. 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. Call of Thunder adds Lightning Bolt crits, so a bolt followed by an instant shock can end a fight quickly. 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 and needs level 35.
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, an instant Ghost Wolf that also works indoors, and Shamanistic Focus to make your shocks and Lightning Shield 45% cheaper.
- 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 100% of your Intellect (33% and 67% 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.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes your level 20 travel form instant, and it works indoors; rank 1 alone only takes 1.0 sec off, so both points go in.
- 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 is instant with Improved Ghost Wolf and moves you 40% faster, which saves a lot of walking between quests. 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) instead of Improved Ghost Wolf, 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 100% of your Intellect (33% and 67% 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 still has its full cast in this build, which matters little when the group walks together.
Enhancement: Enhancement leveling (30) (level 30)
Carries the level 20 leveling build down to Stormstrike, a tier 4 talent from level 25, and Flurry, with all of Elemental Weapons for a stronger Windfury Weapon from 30 and the first point of Improved Stormstrike for mana while you fight.
- 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 100% of your Intellect (33% and 67% 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.
- Improved Ghost Wolf 2/2: At 2/2 Ghost Wolf's cast is 3.0 sec shorter, which makes your level 20 travel form instant, and it works indoors; rank 1 alone only takes 1.0 sec off, so both points go in.
- 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.
- Ancestral Knowledge 1/5: One point for 2% more Intellect, which is mana and, through Mental Dexterity, attack power; it's the 15th point that tier 4 needs.
- Stormstrike 1/1: An instant strike for normal 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 20% faster (5% per rank), and Thundering Strikes' crits keep it up often. Four points here plus Stormstrike make the 20 points tier 5 needs.
- Improved Stormstrike 1/2: Needs Stormstrike. Rank 1 gives Stormstrike a 50% chance to grant 50% mana regeneration while casting spells for 15 sec, and a 50% chance to reset Stormstrike's cooldown each time you dodge or parry; the mana keeps your shocks and totems going between drinks.
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 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. 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 instead of Improved Ghost Wolf, 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 100% of your Intellect (33% and 67% 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 normal 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 20% faster (5% 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 PvP (20) (level 20)
A PvP melee build for level 20, built around Improved Ghost Wolf: an instant wolf form that also works indoors, for catching players and getting away from them. It uses the same points as the leveling build; compared with the dungeon build, it takes Improved Ghost Wolf instead of Ancestral Knowledge.
- 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 100% of your Intellect, so the Intellect that pays for your shocks and heals also makes you hit harder.
- 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, so you can shift the moment a fight turns, chase a runner or reach a flag carrier. The PvP build is built around it.
- 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. Close the gap in Ghost Wolf, which is instant with Improved Ghost Wolf, 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. 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, shift to Ghost Wolf and leave; it's instant and works indoors.
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), Flurry, most of Elemental Weapons for Windfury Weapon, and the instant Ghost Wolf. Compared with the dungeon build, it trades Ancestral Knowledge, Spirit Weapons and a point of Elemental Weapons for Improved Ghost Wolf, Anticipation and Improved Stormstrike.
- 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 100% of your Intellect, and its 3/3 unlocks Flurry.
- 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 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 normal 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.
- Flurry 4/5: Needs Mental Dexterity at 3/3. At 4/5 your next 3 swings after a melee critical strike are 20% faster (5% per rank), and Thundering Strikes' crits keep it up often. Four points here plus Stormstrike make the 20 points tier 5 needs.
- 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, 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 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.
Restoration: Restoration leveling (20) (level 20)
A Restoration build you can quest with: totems 25% cheaper, Mindfulness so half your mana regeneration keeps going while you cast, a little Tidal Focus, and Water Shield, which gives you mana back when mobs hit you.
- Totemic Focus 5/5: At 5/5 your totems, and spells that summon or move them, cost 25% less mana (5% per rank); you'll drop Searing Totem or Stoneskin Totem on most pulls.
- 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.
- Tidal Focus 2/5: At 2/5 your healing spells cost 2% less mana and your chance to hit is 2% higher; 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 heals 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. 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.
- 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.
- 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.
- 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 mobs hitting you rarely stop your heals, Tidal Mastery for more critical heals (which also fire Water Shield), and an instant emergency heal.
- Totemic Focus 5/5: At 5/5 your totems, and spells that summon or move them, cost 25% less mana, which covers Searing Totem, Stoneskin Totem and Call of the Elements.
- 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.
- Tidal Focus 2/5: At 2/5 your healing spells cost 2% less mana and your chance to hit is 2% higher.
- 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 heals 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 you have a 47% chance to avoid interruption caused by damage while casting a heal (23% at rank 1), so a mob hitting you doesn't stop 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; Healing Focus keeps most of those casts going while a mob hits you. 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.
- Mindfulness 3/3: At 3/3, 50% of your mana regeneration continues while you cast, which matters more the longer the fight runs.
- Tidal Focus 3/5: At 3/5 your healing spells cost 3% less mana (1% per rank).
- 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 a 23% chance to avoid interruption caused by damage while casting a heal, 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 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 rarely interrupts 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.
- 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.
- 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 point tier 3 and 4 need.
- 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 you have a 70% chance to avoid interruption caused by damage while casting a heal (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 stop the cast. 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.
Checked against WoW Forever beta build 1.60.1.70170.
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 Projection (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)