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Shaman PvE
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 Shaman PvE guide
At level 20 Elemental is a ranged caster built on Lightning Bolt, with Flame Shock and Searing Totem for extra damage and Earth Shock as the group's interrupt. Forever's Call of the Elements puts your totems down in one cast and Totemic Recall gives back part of their mana, which matters because mana is what limits you at this level. Level 30, the current beta cap, adds Magma Totem for packs, but the spec's big spells are still above it: Chain Lightning from the trainer at 32, and Lava Burst, now the tier 7 Elemental talent, at 40.
Your job in a group
In a 5-player group you're steady ranged damage and the main interrupt. Lightning Bolt does most of your damage; Flame Shock and Searing Totem add more on bosses, and Fire Nova hits every mob gathered near your Fire totem. Earth Shock is your only interrupt and its tooltip says it causes a high amount of threat, so use it to stop enemy healers and casters, not as a damage button. Your totems help the whole party: Stoneskin Totem cuts the Physical damage the tank takes, Strength of Earth Totem helps melee, and Tremor Totem frees people from Fear, Charm and Sleep. You have no crowd control that takes a mob out of the fight, but Earthbind Totem slows adds heading for the healer and Stoneclaw Totem can pull loose mobs off them for a moment. You can off-heal with Healing Wave in an emergency and bring people back with Ancestral Spirit after a wipe.
Opener
- Call of the Elements: Before the pull, place your support totems in one cast: Stoneskin Totem or Strength of Earth Totem, plus Healing Stream Totem. Totems go down at your feet, so stand where they'll cover the group.
- Searing Totem: Once the tank has the mob, drop it close enough that the mob is within 20 yards of the totem; Call of Flame makes it hit harder.
- Flame Shock: Instant; let the 12 sec burn tick while you cast, and refresh it when it ends.
- Lightning Bolt: Your damage for the rest of the fight, cast between Flame Shock refreshes.
Cooldowns
- Earth Shock: Your interrupt: it stops a cast and locks that spell school for 2 sec. Keep the shock cooldown free when a caster is in the pull, and don't spend it on damage, since it causes a high amount of threat.
- Fire Nova: On packs, press it on cooldown once the mobs are within 10 yd of your Fire totem; the blast comes from the totem, not from you.
- Stoneclaw Totem: If mobs turn on you or the healer, it taunts creatures within 8 yards onto itself for 15 sec, long enough for the tank to take them back.
- Earthbind Totem: Drop it in the path of adds running for the healer; it slows enemies within 10 yards.
- Totemic Recall: After the pull, recall your totems for 25% of their mana back before you move on.
Stats
Hit, Spell Power, Intellect, Critical Strike, Mana per 5 sec, Stamina. A missed Lightning Bolt wastes both the cast and the mana, so hit comes first; no Elemental talent adds hit any more, so it has to come from gear. Spell Power raises every spell you cast. Intellect is a bigger mana pool, and mana is what runs out first at this level. Critical Strike and Mana per 5 sec follow, and a little Stamina keeps you alive when a mob turns on you.
Tips
- Lightning Bolt rank 3 (level 14) has the same cast time as rank 4 and slightly more damage per mana, so keep it on your bar and use it when a long fight starts draining your mana.
- Your shocks share a cooldown, so a Flame Shock refresh can leave you without Earth Shock when a caster starts a heal. On pulls with enemy casters, refresh Flame Shock right after an interrupt, not just before one is needed.
- Fire Nova blasts from your Fire totem, so place Searing Totem where the tank will hold the pack before you press it.
- The dungeon build takes the first point of Elemental Alacrity instead of Elemental Focus: every Lightning Bolt casts 0.17 sec faster. If you run out of mana before the pack is dead, Elemental Focus is the other tier 3 choice.
- Use Totemic Recall after every pull: 25% of your totems' mana back adds up over a whole dungeon. Blizzard's 1 October notes fixed a bug that had stopped it restoring mana.
Enhancement Shaman PvE guide
Enhancement is the melee Shaman: a big weapon, a weapon imbue and totems that help the whole group. At level 20 your damage is your weapon plus Flametongue Weapon, Searing Totem and Flame Shock, Earth Shock gives the group a second interrupt, and Forever's Mental Dexterity turns your Intellect into attack power. The big upgrades come on the way to the current level 30 cap: Stormstrike, now a tier 4 talent, at 25 and Windfury Weapon at 30.
Your job in a group
In a 5-player group you're melee damage from behind the mob, plus totems for everyone. Strength of Earth Totem raises the Strength of party members within 30 yards, so it's the pick when the group has other melee; Stoneskin Totem cuts the Physical damage the tank takes when the tank is struggling. Searing Totem and Fire Nova add damage, and Fire Nova hits every mob near your Fire totem on packs. Earth Shock interrupts enemy casters. Use Flametongue Weapon rather than Rockbiter Weapon in a group, because Rockbiter makes your attacks cause extra threat. You can also off-heal with Healing Wave, slow adds with Earthbind Totem, pull loose mobs onto Stoneclaw Totem and resurrect with Ancestral Spirit.
Opener
- Flametongue Weapon: Before the run, put it on your weapon; it lasts 60 minutes and adds Fire damage to every hit, more on a slow weapon.
- Call of the Elements: Before the pull, place Strength of Earth Totem (or Stoneskin Totem if the tank needs it) and Healing Stream Totem in one cast.
- Searing Totem: Once the tank has the mob, drop it next to the fight; it attacks an enemy within 20 yards.
- Flame Shock: Open with it once the tank has threat; the burn lasts 12 sec while you melee from behind the mob.
Cooldowns
- Earth Shock: Interrupt enemy casters; it locks that spell school for 2 sec. Its tooltip says it causes a high amount of threat, so don't use it for damage.
- Fire Nova: On packs, press it on cooldown with your Fire totem next to the mobs; it hits enemies within 10 yd of the totem.
- Frost Shock: For a mob that runs to fetch friends: it slows the mob by 50% for 8 sec.
- Stoneclaw Totem: If mobs go for the healer, it taunts creatures within 8 yards onto itself for 15 sec while the tank takes them back.
- Totemic Recall: After the pull, for 25% of your totems' mana back.
Stats
Weapon DPS, Hit, Strength, Critical Strike, Agility, Intellect, Attack Power. Your weapon is most of your damage, so a slow weapon with high damage comes first, and Flametongue Weapon adds more per swing on a slower weapon. Hit stops wasted swings against elites and bosses. Strength and Attack Power raise every swing, Critical Strike gives you the crits that Flurry builds on from level 25, and Agility helps too. Intellect is worth more than it looks: Mental Dexterity turns all of it into attack power at 3/3, on top of the mana it gives for totems and shocks.
Tips
- Flametongue Weapon's tooltip says slower weapons cause more fire damage per swing, so pick the slowest weapon you can find with good damage; a two-handed weapon is usually both.
- Rockbiter Weapon makes your attacks cause extra threat: keep it for soloing, or for picking up an add that's attacking the healer.
- Mental Dexterity makes Intellect count as attack power, so don't skip a weapon or armor piece with Intellect on it just because it looks like caster gear.
- Call of the Elements has a 3 sec cast, so drop your totems while the tank walks to the pack, not after the fight starts.
- Strength of Earth Totem only helps party members within 30 yards of it; if the fight moves away from where you placed it, put it down again.
Restoration Shaman PvE guide
Restoration is the Shaman healer. At level 20 you heal one target at a time with Healing Wave and Lesser Healing Wave, Healing Stream Totem covers the rest of the group, and Forever's Mindfulness and Water Shield talents keep your mana going. Call of the Elements places your whole totem set in one cast and Totemic Recall refunds part of their mana afterward. Level 30, the current beta cap, adds Mana Spring Totem and Reincarnation, but Chain Heal from the trainer and Riptide, now the tier 7 Restoration talent, don't arrive until level 40.
Your job in a group
You're the group's healer. Keep the tank alive with Healing Wave, using lower ranks for small damage to save mana, and switch to Lesser Healing Wave when health drops fast. Healing Stream Totem heals everyone within 30 yards, and Stoneskin Totem cuts the Physical damage the tank takes. Cure Poison removes poisons, Tremor Totem frees the party from Fear, Charm and Sleep, and Earth Shock can interrupt a dangerous enemy cast when nobody else can. After a wipe, Ancestral Spirit brings people back, and from 30 Reincarnation lets you get up first.
Opener
- Water Shield: Before the pull: 3 globes that restore mana when an add hits you or one of your heals is a critical. It replaces Lightning Shield.
- Call of the Elements: Before the pull, place Healing Stream Totem and Stoneskin Totem (or Strength of Earth Totem for a melee-heavy group) in one cast, close to where the tank will fight.
- Healing Stream Totem: If you place it by hand, keep it within 30 yards of the whole group; it heals every 2 seconds.
- Tremor Totem: Before pulls with mobs that fear, charm or sleep, put it down so party members within 30 yards are freed.
- Healing Wave: Let the tank take the first hits, then start Healing Wave before the next big hit lands; Improved Healing Wave at 5/5 shortens the cast.
Cooldowns
- Lesser Healing Wave: Your emergency heal: much faster than Healing Wave, but it heals less per mana.
- Cure Poison: Remove a poison from the tank or yourself; each cast removes 1 poison effect.
- Earth Shock: If nobody else can, interrupt an enemy healer or caster; it locks that spell school for 2 sec.
- Stoneclaw Totem: If mobs come for you, it taunts creatures within 8 yards onto itself for 15 sec while the tank takes them back.
- Totemic Recall: After the fight, for 25% of your totems' mana back.
Stats
Healing Power, Mana per 5 sec, Intellect, Spirit, Critical Strike, Stamina. Healing Power (or Spell Power) makes every heal bigger. Mana per 5 sec and Intellect decide how long you can keep casting, and running out of mana is what ends most fights that go wrong for a level 20 healer. Spirit helps your mana come back, and Mindfulness keeps half of that regeneration going while you cast. Critical Strike matters little until Tidal Mastery at 25, though every critical heal also triggers Water Shield, and Stamina keeps you alive when an add turns on you.
Tips
- Healing Wave heals more per mana than Lesser Healing Wave, so keep Lesser Healing Wave for moments when you can't wait.
- Healing Wave rank 3 (level 12) casts faster than rank 4 and costs about half as much; it's the right heal for small, steady damage on the tank.
- There's no group heal until Chain Heal at 40, so when several people take damage, let Healing Stream Totem tick and heal whoever is lowest.
- Put Tremor Totem down before a fight with mobs that fear, not after the group has scattered.
- Mindfulness is the biggest mana talent you can reach at 20: at 3/3 half your mana regeneration keeps going while you cast, so long fights drain you much less.
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)