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Leveling a Shaman to 30
A beginner's guide to leveling a Shaman to the level 30 beta cap in WoW Forever: the new Dwarf Shaman, every ability by level, totems, shocks and weapon imbues, the Enhancement, Elemental and Restoration leveling builds at 20 and 30, what to press, the totem quests, dungeons up to 30 and what Forever changed.
Since the 1 October 2026 maintenance (build 1.60.1.70170), the Forever beta is capped at level 30 (Level 30 build goes live). Blizzard hasn't said when the cap will rise again. Ability levels and tooltips in this guide come from the Forever beta client. Anything marked Classic comes from the original game's data and may be different in Forever.
The Shaman in a nutshell
A Shaman is a hybrid: the same class can fight in melee with a big weapon, cast lightning from range, or heal a group. Whichever you choose, you also place totems, small objects on the ground that help your party or hurt enemies near them, and you have shocks, instant attack spells that share one cooldown.
- Resource: Mana. Spells, shocks and totems all cost it; your weapon swings don't.
- Armor: leather and cloth, plus a shield. The Forever client teaches mail at level 40.
- Weapons: one-handed maces and axes, daggers, fist weapons and staves. Two-handed axes and maces used to need an Enhancement talent, Two-Handed Axes and Maces, which isn't in Forever's talent tree; the client doesn't show how a Shaman gets them now, so ask a weapon master in game. Shamans can't wield two weapons at once in Forever.
- Good at: healing yourself between fights, fitting any group role (damage or healing), interrupting enemy casters with Earth Shock, and helping a whole group with totems.
- Weak at: Mana. Shocks and totems are expensive early, so you drink often if you cast a lot. You also have no spell that takes a mob out of a fight, and no fast travel until Ghost Wolf at level 20.
Tip: New to WoW? A mob is any computer-controlled enemy, a pull is starting a fight with one, and threat (or aggro) decides which player a mob attacks. AoE (area of effect) means a spell that hits several enemies at once.
Choosing a race
Five races can be Shamans in Forever: Orc, Tauren, Troll and Windshaper Skyborne for the Horde, and Dwarf for the Alliance. Dwarf Shamans are new in Forever, and they're the only Shamans the Alliance can make. Every race has its own racial abilities, and none of them makes or breaks a Shaman, so pick the faction and race you want to play. Here is what each one brings.
| Race | Faction | Racials that help a Shaman |
|---|---|---|
| Orc | Horde | Blood Fury raises Attack Power and Spell Power by 10% for 15 sec, useful in every spec. Axe Specialization adds 1% critical strike chance to spells and abilities while you hold an axe. Hardiness makes stuns on you 20% shorter. |
| Tauren | Horde | War Stomp stuns up to 5 enemies within 8 yds for 2 sec, a lifesaver when two mobs are on you. Endurance adds 5% Health and 1% hit chance. Plainsrunning speeds you up the longer you keep moving. |
| Troll | Horde | Berserking makes you attack and cast 10% faster. Rapid Regeneration regenerates 50% of your maximum Health over 6 sec while you stay still. Beast Slaying adds 5% damage against Beasts. |
| Windshaper Skyborne | Horde | Wind Blessed adds 1% Haste to spells and attacks. Read Ley Line raises your Health and Mana regeneration by 100%, for longer if a ley line is nearby, which suits a Mana-hungry class. Elemental Insight adds 5% damage against Elementals, and Walk on Air lets you glide down from heights. |
| Dwarf | Alliance | Stoneform removes poisons, diseases and bleeds and cuts Physical damage taken by 10% for 8 sec. Mace Specialization adds 1% critical strike chance, spells included, while you hold a mace. Big Game Hunter adds 5% damage against Beasts. |
Racial tooltips from the Forever client. Blizzard is still tuning racials during the beta.
The Skyborne are new in Forever and begin on Zephras Isle, their own level 1–12 starting zone (Meet the Skyborne). For every race and racial in one place, see Races, classes and racials.
Totems, shocks and weapon imbues
Totems
Totems appear at your feet and work on anyone in range of them. Each totem belongs to an element (Earth, Fire, Water or Air), and you can have one of each element down at a time: a new totem of the same element replaces the old one. Totems have little health, so enemies can knock them over.
| Totem | Level | Element | What it does |
|---|---|---|---|
| Stoneskin Totem | 4 | Earth | Party members within 30 yards take less Physical damage from each hit. Lasts 5 min. |
| Earthbind Totem | 6 | Earth | Slows enemies within 10 yards. Lasts 45 sec. |
| Stoneclaw Totem | 8 | Earth | Taunts creatures within 8 yards into attacking the totem for 15 sec. |
| Strength of Earth Totem | 10 | Earth | Raises the Strength of party members within 30 yards. Lasts 5 min. |
| Searing Totem | 10 | Fire | Attacks an enemy within 20 yards for 30 sec at rank 1. |
| Tremor Totem | 18 | Earth | Removes Fear, Charm and Sleep from party members within 30 yards. Lasts 5 min. |
| Healing Stream Totem | 20 | Water | Heals group members within 30 yards every 2 seconds. Lasts 5 min. |
| Poison Cleansing Totem | 22 | Water | Tries to remove 1 poison effect from party members within 30 yards every 5 seconds. Lasts 5 min. |
| Frost Resistance Totem | 24 | Fire | Raises the Frost resistance of party and raid members within 30 yards by 30. Lasts 5 min. |
| Magma Totem | 26 | Fire | Deals Fire damage to creatures within 8 yards every 2 seconds for 20 sec. |
| Mana Spring Totem | 26 | Water | Restores 4 Mana every 2 seconds to group members within 30 yards. Lasts 5 min. |
| Fire Resistance Totem | 28 | Water | Raises the Fire resistance of party and raid members within 30 yards by 30. Lasts 5 min. |
| Flametongue Totem | 28 | Fire | Adds Fire damage to the main-hand weapons of party members within 30 yards. |
| Grounding Totem | 30 | Air | Redirects one harmful spell cast on a nearby party member to itself every 10 seconds, though not area spells. Lasts 45 sec. |
| Nature Resistance Totem | 30 | Air | Raises the Nature resistance of party and raid members within 30 yards by 30. Lasts 5 min. |
The totems you can learn by level 30, from the Forever client's tooltips. Grounding Totem and Nature Resistance Totem, both at level 30, are your first Air totems.
Two new Forever spells at level 20 make totems much less of a chore: Call of the Elements places up to 4 totems you've picked on your Totem Bar in one cast, and Totemic Recall returns your totems and gives back 25% of the Mana each one cost. Call of the Elements takes 3 sec to cast, so use it before a fight, not in the middle of one. At level 30, Call of the Ancestors does the same with a second set of totems, so you can keep one set for solo fights and one for groups. Totemic Projection (level 22) moves your active totems to a spot you pick when the fight moves.
Shocks
Your three shocks are instant spells with a 20 yard range, and they share one cooldown, so you get one shock every 6 seconds. Pick the one the moment needs:
- Earth Shock (level 4) deals Nature damage and interrupts a spell, locking the caster out of that school for 2 sec. It also causes a high amount of threat.
- Flame Shock (level 10) deals Fire damage at once and more over 12 sec.
- Frost Shock (level 20) deals Frost damage and slows the target by 50% for 8 sec. It costs more Mana than the others, so keep it for mobs that run away.
Weapon imbues and Lightning Shield
A Shaman enchants their own weapon with an imbue, a temporary weapon enchantment. In Forever they last 60 minutes, so you put one on and forget about it for a while.
- Rockbiter Weapon (level 1) adds melee Attack Power and extra threat. It's the solo choice.
- Flametongue Weapon (level 10) adds Fire damage to every hit, and slower weapons add more per swing. It's the group choice, because Rockbiter's extra threat can pull mobs off the tank.
- Frostbrand Weapon (level 20) gives your hits a chance to deal Frost damage and slow the target by 25% for 8 sec.
- Windfury Weapon (level 30) gives each hit a 20% chance of granting you 2 extra attacks. From then on it's the Enhancement imbue.
- Lightning Shield (level 8) surrounds you with 3 balls of lightning that strike whoever hits you. It lasts 10 min, so keep it up.
Your abilities, level by level
The table lists everything the Shaman trainer teaches up to level 30, straight from the Forever client. Visit your class trainer whenever you reach a new even level: new ranks hit and heal harder.
Everything a Shaman learns up to level 30, from the Forever client. Some come from a class quest instead of the trainer; a Classic quest is Classic's data, not yet confirmed in Forever.
The ones that matter most while leveling, in the order you get them:
- Level 1: Lightning Bolt is your first damage spell and Healing Wave your first heal. Rockbiter Weapon goes on your weapon for more melee Attack Power.
- Level 4: Earth Shock is your first shock and your interrupt, and Stoneskin Totem your first totem.
- Level 6: Earthbind Totem slows enemies near it, which helps with runners and with keeping mobs from reaching you.
- Level 8: Lightning Shield strikes back at whoever hits you. Stoneclaw Totem taunts creatures within 8 yards onto itself for 15 sec, which pulls a second mob off you.
- Level 10: Flame Shock adds a burn, Searing Totem attacks your target for you, Flametongue Weapon is the group imbue, and Strength of Earth Totem raises your party's Strength. Your first talent point arrives too.
- Level 12: Fire Nova deals Fire damage to enemies within 10 yd of your active Fire totem, your only way to hit several mobs at once until Magma Totem at 26. Purge strips a magic effect from an enemy, and Ancestral Spirit brings a dead player back to life.
- Level 16: Cure Poison removes a poison.
- Level 18: Tremor Totem frees your party from Fear, Charm and Sleep.
- Level 20: a big level. Ghost Wolf turns you into a wolf that runs 40% faster, outdoors only. It has a cast time, which two points in the Enhancement talent Improved Ghost Wolf remove. You also get Frost Shock, Frostbrand Weapon, Healing Stream Totem, the new Call of the Elements and Totemic Recall, and Lesser Healing Wave, a faster heal that gives less healing per Mana.
- Level 22: Cure Disease cures a disease, Poison Cleansing Totem removes poisons from your party, Totemic Projection moves your totems to where you point, and Fire Nova gets a stronger rank. Water Breathing lets a target breathe underwater.
- Level 24: new ranks of Healing Wave, Earth Shock, Lightning Shield, Rockbiter Weapon, Stoneskin Totem and Strength of Earth Totem, plus Frost Resistance Totem and the second rank of Ancestral Spirit.
- Level 26: Magma Totem is your first real tool for packs, though it costs a lot of Mana. Mana Spring Totem keeps your group's Mana coming back, and Lightning Bolt, Flametongue Weapon and Far Sight arrive too.
- Level 28: Flametongue Totem, Fire Resistance Totem and Water Walking are new, with stronger ranks of Flame Shock, Lesser Healing Wave, Frostbrand Weapon and Stoneclaw Totem.
- Level 30: another big level. Windfury Weapon becomes the Enhancement imbue, Reincarnation lets you get back up after dying, Grounding Totem soaks a harmful spell meant for your party, and Call of the Ancestors places a second totem set. You also get Astral Recall, which takes you back to your inn, Nature Resistance Totem and new ranks of Searing Totem and Healing Stream Totem.
- Above the current cap: Chain Lightning and Windfury Totem come at level 32, and mail armor at level 40.
Talents: which spec to level with
Your first talent point comes at level 10 and you get one more each level, so you have 11 by level 20 and 21 by level 30. The three trees are Elemental (spells), Enhancement (melee) and Restoration (healing), and each opens a new row for every 5 points you put in it: tier 4 opens at level 25 with 15 points in the tree, and tier 5 at level 30 with 20. ForeverDB publishes a level 20 and a level 30 leveling build for each on the Shaman builds page, with the reason for every point:
| Build | Talents at 20 | What it does |
|---|---|---|
| Enhancement leveling (20) | Thundering Strikes 5/5, Mental Dexterity 3/3, Improved Ghost Wolf 2/2, Shamanistic Focus 1/1 | Melee: more critical strikes, attack power from your Intellect, a Ghost Wolf that is instant and works indoors, and shocks and Lightning Shield that cost 45% less Mana. |
| Elemental leveling (20) | Convection 5/5, Concussion 2/5, Call of Flame 3/3, Elemental Focus 1/1 | A Mana-efficient caster: Lightning Bolt and shocks 10% cheaper, 15% more damage from Fire totems, Flame Shock and Fire Nova, and the occasional free spell. |
| Restoration leveling (20) | Totemic Focus 5/5, Mindfulness 3/3, Tidal Focus 2/5, Water Shield 1/1 | Quest and heal with the same talents: totems 25% cheaper, half your Mana regeneration kept while you cast, slightly cheaper heals and 2% hit, and Mana back when mobs hit you. |
The published level 20 leveling builds. See the builds page for the full reasoning and the dungeon, healing and PvP versions.
The level 30 builds keep those 11 points and spend the next 10 like this:
| Build | Talents added by 30 | What it adds |
|---|---|---|
| Enhancement leveling (30) | Elemental Weapons 3/3, Ancestral Knowledge 1/5, Stormstrike 1/1, Flurry 4/5, Improved Stormstrike 1/2 | Stormstrike, faster swings after a melee critical strike, a stronger Windfury Weapon, and a chance at Mana regeneration while casting after each Stormstrike. |
| Elemental leveling (30) | Concussion up to 5/5, Elemental Alacrity 3/3, Call of Thunder 1/1, Eye of the Storm 2/3, Earthbound 1/1 | A Lightning Bolt 0.50 sec faster and more likely to crit, much less pushback when a mob reaches you, and an Earthbind Totem that holds mobs in place for 5 sec. |
| Restoration leveling (30) | Improved Reincarnation 2/2, Healing Focus 2/3, Tidal Mastery 5/5, Nature's Swiftness 1/1 | An instant heal when a pull goes wrong, fewer heals stopped by damage, more critical heals (which also fire Water Shield), and a shorter Reincarnation cooldown. |
The published level 30 leveling builds: 21 points each. See the builds page for the reason behind every point.
For a first Shaman, Enhancement is the straightforward choice: you fight in melee with a big weapon, heal yourself between fights, and from level 20 Improved Ghost Wolf makes travel instant. Stormstrike (tier 4, from 25) and Windfury Weapon (at 30) then make it hit much harder. Elemental suits players who like casting from range, and Restoration lets you quest and heal dungeons with one set of talents.
Forever's Shaman talent trees are new, not Classic's. Many talents moved or changed their ranks, some are new to the trees, such as Mental Dexterity, Shamanistic Focus and Mindfulness, and Lava Burst, Riptide and Water Shield are now talents rather than trainer spells. Blizzard's September 24 notes swap Elemental Fury and Elemental Alacrity, and the client's Elemental tree already matches, with Elemental Alacrity in tier 3. Rage of the Farseer, the Enhancement talent the notes mention, is in the client as the tier 7 talent.
So we're moving one of the better talents for Elemental Shaman functionality, earlier in the tree, to allow them to feel like they're hitting important progression moments (something Elemental has lacked in the early levels). Blizzard, WoW Forever Beta Development Notes – Updated September 24
Blizzard's notes say that during the beta, resetting your talents costs 1 silver if you haven't changed them recently, so trying another spec is cheap. Above the current cap, Enhancement's tier 6 talent Maelstrom Weapon needs level 35, and the tier 7 talents Lava Burst, Rage of the Farseer and Riptide need level 40.
What to press
These are the leveling rotations from the builds page, in plain steps: first at 20, then what changes at 30.
Enhancement: one enemy
- Keep Lightning Shield up and Rockbiter Weapon on your weapon; both last a long time.
- For a fight that will last, drop Searing Totem or Stoneskin Totem as the mob comes to you. For a quick kill, skip the totem and save the Mana.
- Hit the mob with Flame Shock as it arrives or right after you start swinging, so the burn ticks while you fight.
- Fight in melee. Use Earth Shock to interrupt a caster or finish a mob that runs, and Frost Shock only to slow a runner.
- Top up with Healing Wave between fights.
Elemental: one enemy
- Put Searing Totem down before the pull.
- Pull with Lightning Bolt from range and keep casting while the mob runs in.
- When it gets close, use Flame Shock so the burn ticks, then finish it with Lightning Bolt.
- Save Earth Shock for interrupting casters and finishing runners.
- When Elemental Focus gives you a free spell, spend it on your most expensive one.
Two or more enemies
- If two or more mobs reach you, drop Stoneclaw Totem so they attack the totem, or Stoneskin Totem if you're in melee and taking the hits.
- Keep a Fire totem such as Searing Totem next to the mobs and press Fire Nova whenever it's ready; it hits everything within 10 yd of the totem.
- Put Flame Shock on the mob you're killing first and finish it before switching.
- Tauren can add War Stomp when things go wrong.
Enhancement at 30
- Keep Windfury Weapon on your weapon: each hit has a 20% chance to grant 2 extra attacks, and Elemental Weapons makes that stronger.
- Keep Lightning Shield up, and drop Searing Totem at the start of any fight that will take a while.
- Open with Flame Shock as the mob closes, then melee.
- Use Stormstrike on cooldown and follow it with Earth Shock, which then deals more damage, unless the mob is casting and you need the interrupt.
- Use Frost Shock only on a mob that runs.
Elemental at 30
- Before a boss or a long fight, place your totem set with Call of the Elements; skip it for quick solo kills.
- Searing Totem down, Flame Shock once the mob is close, and Lightning Bolt for everything else, as at 20. With Elemental Alacrity at 3/3 each bolt is faster.
- When a mob reaches you, drop Earthbind Totem: with Earthbound it holds the mob in place for a moment, so step back and keep casting.
- Keep Earth Shock for interrupts and runners.
Packs at 30
- For three or more mobs, drop Magma Totem next to them. Totems go down at your feet, so step in close first.
- Press Fire Nova whenever it's ready; it blasts from your Fire totem, and Magma Totem is one.
- Magma Totem costs a lot of Mana for a 20 sec totem, so keep it for real packs and use Searing Totem otherwise.
- If too many mobs are on you, Stoneclaw Totem taunts them onto itself and Stoneskin Totem cuts their hits.
Restoration levels the same way at 30, with Water Shield up and Nature's Swiftness saved for an instant Healing Wave when a pull goes wrong.
Tip: After each fight, use Totemic Recall to get back 25% of your totems' Mana. Blizzard's 1 October notes fixed a bug that had stopped it restoring Mana.
Tip: Lightning Bolt is Lightning Bolt rank 3, learned at level 14. On its tooltip numbers it has the same cast time as rank 4 and a little more damage per Mana, so keep it on a bar for when your Mana runs low.
Class quests up to 30
Class quests are only offered to your class. The Forever client has the Shaman quests below. In Classic's data they are all Horde quests, and the givers and places come from Classic, so Forever may have moved or changed them. There are no Dwarf entries: Dwarf Shamans are new, and how they get their class quests isn't known yet.
| From level | Quest | For | Starts with (Classic data) |
|---|---|---|---|
| 1 | Rune-Inscribed Parchment, Rune-Inscribed Tablet | Orc, Troll | Gornek, Durotar |
| 1 | Rune-Inscribed Note | Tauren | Grull Hawkwind, Mulgore |
| 4 | Call of Earth | Horde | Canaga Earthcaller, Durotar, then a Minor Manifestation of Earth |
| 4 | Call of Earth | Horde (one version is Tauren only) | Seer Ravenfeather, Mulgore |
| 10 | Call of Fire | Horde | Searn Firewarder (Orgrimmar), Beram Skychaser (Thunder Bluff), Swart (Durotar) or Narm Skychaser (Mulgore) |
| 10 | Call of Fire, later steps (quest levels 11 to 13) | Horde | Kranal Fiss, then Telf Joolam, both in Durotar |
| 20 | Call of Water | Horde | Searn Firewarder (Orgrimmar), Xanis Flameweaver (Thunder Bluff), Swart (Durotar) or Narm Skychaser (Mulgore) |
| 20 | Call of Water, later steps (quest levels 22 and 23) | Horde | Islen Waterseer, Durotar, and Brine, The Barrens |
| 30 | Call of Air | Horde | Searn Firewarder, Orgrimmar, or Xanis Flameweaver, Thunder Bluff |
Shaman class quests the Forever client has, up to level 30. Levels, givers and places are Classic data.
In Classic's data the Call of Water chain runs from level 20 to quest level 23, between Durotar and The Barrens, and Call of Air starts at level 30, the current cap. The map links drop a pin on the Forever map at the Classic spot.
Tip: Yes, you still need totem items. The Forever client ties every totem spell to its element's totem item, which must be in your bags: Earth totems need Earth Totem (from Call of Earth), Fire totems Fire Totem (Call of Fire), Water totems Water Totem (Call of Water) and Air totems Air Totem (Call of Air). Only Totemic Recall and Totemic Projection work without one. Your first Air totems come at level 30, the level Call of Air starts at in Classic's data.
Speculation: How Dwarf and Skyborne Shamans get their totem items isn't known yet. The Forever client has the four items and the Classic quests, but it doesn't say who gives the quests to the new Shaman races. If a totem won't cast, check you have its item.
Gear, weapons and professions
Shamans wear leather (mail from level 40 in the Forever client) and can use a shield.
- Enhancement: the hardest-hitting slow weapon you can find, usually a two-handed one such as a staff. Two-handed axes and maces used to need an Enhancement talent that Forever's tree doesn't have, so check with a weapon master whether you can use them. Flametongue Weapon adds more per swing on a slower weapon, and Mental Dexterity turns your Intellect into attack power, so Intellect on your gear helps too.
- Elemental and Restoration: a one-handed mace, axe or dagger with a shield, or a staff, chosen for Intellect and spell power.
- Relic slot: Forever adds Shaman totem relics, such as Totem of Charged Flames (Lightning Bolt costs 5 less Mana), Firestorm Totem (totems cost 5% less Mana) and Polished Driftwood Icon (needs level 20; keeps 8% of your Mana regeneration going while you cast). Where they come from isn't known yet.
- Stats: for groups, the Shaman dungeon guide ranks weapon damage, Hit, Strength, Critical Strike, Agility, Attack Power, then Intellect for Enhancement, and Hit, Spell Power, Intellect, Critical Strike, Mana per 5 sec, then Stamina for Elemental.
The Shaman dungeon guide lists the best items for each slot at 20 and 30 and where they come from, and the gear planner lets you try combinations. At 20, Forever's new Leatherworking recipes include the Totemic and Stormrider's Leather sets, such as Totemic Leather Armor and Stormrider's Leather Armor (both need level 15). For 30, the lists add Leatherworking pieces such as Totemic Leather Helm (needs level 25) and the level 30 belts Prowler's Leather Belt for Enhancement and Skycaller's Leather Belt and Mender's Leather Belt for casters and healers. In Classic's loot tables, Smite's Mighty Hammer, a two-handed mace, drops from Mr. Smite in the Deadmines, Death Speaker Jargba in Razorfen Kraul drops caster gear such as Death Speaker Robes and Death Speaker Scepter, and Crowd Pummeler 9-60 in Gnomeregan drops the two-handed mace Manual Crowd Pummeler; Forever may have changed them.
Any profession works, and Professions explains them all. Shaman-friendly picks:
- Skinning and Leatherworking: make the leather armor you wear, including the Totemic and Stormrider's sets.
- Herbalism and Alchemy: Mana potions such as Minor Mana Potion (level 5) and Lesser Mana Potion (level 14) keep a Mana-hungry Shaman going.
- First Aid: bandages such as Linen Bandage heal you without spending Mana.
Groups and dungeons
Shamans fit any group role. The builds page has level 20 and level 30 dungeon builds for all three trees: Enhancement for melee damage, Elemental for ranged damage and Restoration for healing. Good habits in a group:
- Totems help everyone in range: Stoneskin Totem cuts the Physical damage the tank (the player holding the mobs' attention) takes, Strength of Earth Totem helps melee players, Healing Stream Totem heals everyone nearby, and Tremor Totem frees players from Fear, Charm and Sleep. Place them where the group will fight.
- From level 26, Mana Spring Totem helps the healer and casters through long fights, and from level 30 Grounding Totem can take a harmful spell meant for one of your group.
- Cast Call of the Elements while the tank walks to the pack, since it takes a moment to cast.
- Earth Shock is often the group's interrupt. Its high threat makes it a poor damage button.
- Use Flametongue Weapon instead of Rockbiter Weapon, whose extra threat can pull mobs off the tank.
- Put your Fire totem where the tank will hold the pack before you press Fire Nova.
- You can heal in an emergency with Healing Wave and bring players back with Ancestral Spirit after a wipe.
- Use Totemic Recall after each pull to get Mana back.
Dungeons within reach by 20 include Ragefire Chasm, Forever's own Hall of Thanes and Ruins of Lordaeron, the Deadmines and Wailing Caverns. Between 20 and 30, Blizzard's open list adds Shadowfang Keep, The Stockade, Blackfathom Deeps, Gnomeregan, Razorfen Kraul and Scarlet Monastery, plus three that opened on 1 October: the new Excavation Site: Wetlands (Blizzard says levels 26–31; the client has four bosses, Saltspine, Shadetooth, Highland Horror and Relic Guardian), Razorfen Downs (25+) and Uldaman (30+). Each page lists its level, bosses and quests. Since the same build, dungeon quests give 50% less extra experience beyond normal quest values, so they no longer speed you along as much as they did. The Shaman dungeon guide goes deeper on each role, and Your first dungeon covers finding a group and what to expect.
Common beginner mistakes
- Spamming shocks. They share a cooldown and cost a lot of Mana for their damage at this level. Let your weapon or Lightning Bolt do most of the work.
- Using Rockbiter Weapon in a group. Its extra threat pulls mobs off the tank.
- Walking away from your totems. They only help within their range, so drop new ones when the fight moves.
- Forgetting Totemic Recall. It refunds 25% of your totems' Mana after a fight.
- Dropping every totem for every mob. Totems cost Mana. For a quick solo kill, one totem or none is enough.
- Healing with Lesser Healing Wave when there's no hurry. Healing Wave heals more per Mana; keep Lesser Healing Wave for emergencies.
- Pressing Fire Nova with no Fire totem near the mobs. It blasts from your Fire totem, not from you.
- Letting your imbue or Lightning Shield run out. Check both before you pull.
- Casting Elemental spells in melee range. Pull from range so you get several casts in before the mob reaches you.
What Forever changed for Shamans
- Dwarves can be Shamans, the first Alliance Shamans, and Horde Windshaper Skyborne can be Shamans too.
- Call of the Elements and Totemic Recall are new at level 20: one cast to drop your totems, one to pick them up and get Mana back.
- Fire Nova is a spell you learn at level 12 that blasts from your Fire totem. It began as a Season of Discovery ability.
- Shamans don't learn to dual wield in Forever, and Two-Handed Axes and Maces is no longer a talent; the client doesn't show how a Shaman gets those weapons now.
- The talent trees are new: Lava Burst, Riptide and Water Shield are now talents (trainers sell the higher ranks of Lava Burst and Riptide), Stormstrike moved up to tier 4, and talents new to the trees, such as Mental Dexterity, which turns Intellect into attack power, Shamanistic Focus and Mindfulness, change how each spec plays.
- Many spells start lower but gain more from spell power: Lightning Bolt rank 1 went from 0.123 to 0.429 of your spell power, and Lightning Bolt rank 4 lists 52 to 60 damage instead of Classic's 83 to 95. Blizzard's September 24 notes say Lightning Bolt ranks 3 and 4 were raised so every rank is an upgrade, and the client we read may not include that yet.
- Blizzard also changed how totems stack: Flametongue Totem (level 28) no longer stacks with Flametongue Weapon, Windfury Totem or a second copy of itself, and Windfury Totem (level 32, above the current cap) no longer stacks with the other air totems, even from different Shamans.
- The 1 October build (1.60.1.70170) fixed three Shaman issues, per Blizzard's notes: Ghost Wolf is more visible in well-lit areas, Totemic Recall restores Mana again, and Disease Cleansing Totem, learned at level 38 (above the current cap), lasts 5 minutes again.
- Blizzard's known issues: the Cooldown Manager isn't testable for Shamans yet, and it can't track weapon imbues such as Windfury.
Totems and imbues last longer, and many totems reach further:
| Spell | Forever client | Classic |
|---|---|---|
| Stoneskin Totem | 30 yards, 5 min, reduces Physical damage | 20 yards, 2 min, reduced melee damage |
| Strength of Earth Totem | 30 yards, 5 min, 7 Strength at rank 1 | 20 yards, 2 min, 10 Strength |
| Healing Stream Totem | 30 yards, 5 min, 5 health every 2 seconds | 20 yards, 1 min, 6 health every 2 seconds |
| Tremor Totem | 5 min | 2 min |
| Rockbiter Weapon, Flametongue Weapon, Frostbrand Weapon | 60 minutes | 5 minutes |
Rank 1 tooltips from the Forever client compared with Classic's.
The full list of Shaman differences from Classic is on the Shaman changes page, and our Shaman outlook looks ahead to levels 21 to 40.
Checked against WoW Forever beta build 1.60.1.70170.