Shaman macros for WoW Forever: totems with the new Call of the Elements and Totemic Recall, a totem cast sequence for the levels before them, Earth Shock interrupts and Purge on your focus or mouseover, mouseover heals with self-cast, cures, resurrection, shields and weapon imbues. The Forever client changes a lot here: it has the Wrath of the Lich King Totem Bar, most totems last 5 minutes and reach 30 yards, weapon imbues last 60 minutes, and Water Shield is a Restoration talent.
19 Shaman macros for WoW Forever, each with the code to copy, what it does, how to use it and the level it needs. Every spell name, rank and command is checked against the Forever beta client (build 1.60.1.70170); none has been tested in the beta yet. Macros above the level 30 cap are marked Speculation.
Forever gives Shamans Call of the Elements and Totemic Recall at level 20, and the client loads the Totem Bar (MultiCastActionBarFrame) for Forever's game type: one page for each Call spell, with an Earth, Fire, Water and Air slot on each and a Totemic Recall button. Before level 20, or when you want to drop totems while moving, a cast sequence still does the job one totem per press.
Call of the Elements, Shift for Totemic Recall
#showtooltip
/cast [mod:shift] Totemic Recall; [mod:ctrl] Call of the Ancestors; Call of the Elements
What it does. Casts Call of the Elements, which places up to 4 totems you've chosen on the Totem Bar. With Shift it casts Totemic Recall, which removes your totems and gives back 25% of the mana each one cost. With Ctrl it casts Call of the Ancestors, a second set of totems.
How to use it. First pick your totems on the Totem Bar: hover over a slot and click the small arrow above it to choose that element's totem. Then press this at the start of a fight. Press Shift and the key when the fight is over and you're moving on, to get some mana back.
Why it's useful. Dropping four totems one by one costs four global cooldowns and a lot of mana to leave behind. Call of the Elements does it in one cast, and Totemic Recall stops you wasting the mana of totems you're walking away from.
Usable from level 20. 101/255 characters. Not yet tested in the beta.
Both spells are new in Forever at level 20. Call of the Ancestors comes at 30 and Call of the Spirits at 40; each can hold different totems ("Can call different totems than Call of the Elements" in the client).
The client gives Call of the Elements a 3 sec cast time, so you stand still while it casts. Single totems are instant, with a 1 sec global cooldown.
The Totem Bar only shows once you have totems to put on it. Edit Mode has a Totem Bar setting for moving it.
Totems still need the matching totem item in your bags (Earth Totem, Fire Totem and so on): the client's totem spells ask for a totem category.
What it does. The first press drops Strength of Earth Totem, the next Searing Totem, the next Healing Stream Totem. Then it starts again from the first.
How to use it. Press it three times at the start of a fight. Change the totems to the ones you use: one per element, since a new totem replaces the old one of the same element.
Why it's useful. Before level 20 there's no Call of the Elements, and even after it, Call of the Elements has a 3 sec cast in the client. Totems are instant, so this lets you drop them while you run or fight.
Usable from level 10. 100/255 characters. Not yet tested in the beta.
Each press drops one totem: every totem is on the global cooldown, so a macro can't drop two at once.
A cast sequence only moves on when the current step succeeds. With no mana, or without the totem item, it stays on that step and presses do nothing until the cast works.
reset=combat starts it over when you leave combat. The sequence can't tell whether a totem is still up: Searing Totem lasts 30 sec in the client, while Strength of Earth and Healing Stream last 5 min.
Without Healing Stream Totem (level 20), the third step fails and the sequence waits there until you leave combat. That does no harm.
What it does. Drops Strength of Earth Totem, or Stoneskin Totem with Shift, Earthbind Totem with Ctrl, or Tremor Totem with Alt.
How to use it. Use Strength of Earth for melee groups, Stoneskin when you're taking physical hits, Earthbind to slow enemies chasing you, and Tremor against enemies that fear, charm or sleep.
Why it's useful. You can only have one Earth totem down at a time, so they belong on one key. The icon changes with the modifier, so you see which one you'll drop.
Usable from level 10. 123/255 characters. Not yet tested in the beta.
In the Forever client Stoneskin, Strength of Earth and Tremor Totem last 5 min and reach party members within 30 yards (the client's older text said 2 min and 20 yards).
Earthbind Totem slows enemies within 10 yards for 45 sec and has a 15 sec cooldown. With Forever's Earthbound talent (Elemental) it also roots nearby enemies for 5 sec when you drop it.
Tremor Totem needs level 18; without it Alt does nothing.
Searing Totem, then Fire Nova around it
#showtooltip
/cast [mod:shift] Searing Totem; Fire Nova
What it does. With Shift, drops a Searing Totem at your feet. Without Shift, casts Fire Nova, which in Forever hits enemies within 10 yards of your active Fire totem.
How to use it. Stand in the middle of the pack, press Shift and the key to drop the totem, then press the key on its own for Fire Nova. Keep the pack near the totem.
Why it's useful. Forever's Fire Nova is a spell centred on your Fire totem, not a totem of its own. It needs a Fire totem down to hit anything, so the two belong on one key.
What it does. Stops the spell you're casting and drops Grounding Totem at once. The totem pulls the next harmful spell cast on a nearby party member onto itself.
How to use it. Press it when an enemy caster starts a crowd-control spell or a big nuke on you or a friend: a Polymorph, a Fear, a Frostbolt.
Why it's useful. Grounding only helps if it's down before the enemy spell lands, and waiting for your own Healing Wave to finish is usually too late.
What it does. Stops whatever you're casting, then Earth Shocks your focus, the enemy under your mouse or your target, in that order.
How to use it. Make the enemy healer or caster your focus. When its cast bar starts, press this, even halfway through your own Lightning Bolt.
Why it's useful. An interrupt only works the moment the enemy starts casting. Waiting for your own cast to finish, or swapping targets, is usually too late.
Usable from level 12. 77/255 characters. Not yet tested in the beta.
Rank 1 removes 1 magic effect. Rank 2, at level 32, removes 2 beneficial magic effects, going by the client's tooltips.
Healing, cures and resurrection
The heals cast on the friend under your mouse, then your friendly target, then yourself, so you never heal an enemy by mistake. Hold Alt to heal yourself whatever you're pointing at.
What it does. Casts Healing Wave on the friend under your mouse, or your friendly target, or yourself. With Alt it always heals you.
How to use it. Point at a party frame or a player and press it. With an enemy targeted and nobody under your mouse, it heals you, so you can keep your target while you top up.
Why it's useful. Healing and damage from one target: no clicking between the enemy and the tank, and no heals wasted on nothing.
What it does. Casts Lesser Healing Wave on the friend under your mouse, your friendly target or yourself; with Alt, on you.
How to use it. Keep it next to your Healing Wave key and use it when someone needs healing now rather than in 3 sec.
Why it's useful. Lesser Healing Wave is the fast heal: 1.5 sec against Healing Wave's 3 sec at higher ranks. Emergencies need it on a key that goes on the right person first time.
What it does. Casts rank 2 of Healing Wave (64 to 78 healing for 45 mana, 2 sec cast) on the friend under your mouse, your friendly target or yourself.
How to use it. Use it for small top-ups and keep your full Healing Wave for big hits. Change the rank to suit your level: rank 3 at level 12 heals 119 to 143 for 80 mana in 2.5 sec.
Why it's useful. Your highest rank heals far more than most damage you need to undo, and at levels 18 to 20 costs 155 mana and 3 sec. A low rank heals what's missing for a fraction of that.
What it does. Activates Nature's Swiftness and then casts Healing Wave on your mouseover, friendly target or yourself. Nature's Swiftness makes it instant.
How to use it. Press it when someone is about to die and a 3 sec cast would be too slow.
Why it's useful. Nature's Swiftness only matters if the heal follows at once. On one key the effect can't be wasted on the wrong spell.
Usable from level 30. 122/255 characters. Not yet tested in the beta.
Nature's Swiftness is a Restoration talent (level 30 tier) with a 3 min cooldown. It isn't on the global cooldown in the client, so both lines go off on one press.
When Nature's Swiftness is on cooldown, the press casts a normal Healing Wave with its full cast time.
Cure Poison, or Cure Disease with Shift, on your mouseover
Usable from level 12. 86/255 characters. Not yet tested in the beta.
In the client it has a 10 sec cast, can't be cast in combat, and rank 1 brings the target back with 65 health and 120 mana.
Shields, weapons and travel
Buffs you keep on yourself. Forever makes weapon imbues last 60 minutes (the client's older text said 5), so you set them once and forget them for a while.
Lightning Shield, or Water Shield with Shift
#showtooltip
/cast [mod:shift] Water Shield; Lightning Shield
What it does. Casts Lightning Shield; with Shift, Water Shield.
How to use it. Use Lightning Shield while levelling and tanking packs, and Water Shield (if you have the talent) when mana matters more than damage.
Why it's useful. Only one elemental shield can be on you at a time, so they belong on one key.
Usable from level 8. 61/255 characters. Not yet tested in the beta.
Water Shield is a Restoration talent in Forever (level 20 tier). The client's tooltip: 3 globes, each hit on you or critical heal you cast restores 2% of your maximum mana, lasts 10 min.
Lightning Shield rank 1 strikes attackers for 13 Nature damage per ball, 3 balls, and lasts 10 min.
Usable from level 1. 124/255 characters. Not yet tested in the beta.
Imbues last 60 minutes in the Forever client.
The client's tooltips say Flametongue Weapon on your main hand stops you personally benefiting from Flametongue Totem, and Windfury Weapon on your main hand does the same for Windfury Totem.
Flametongue needs level 10, Frostbrand 20 and Windfury 30; without them the modifier does nothing.
Usable from level 25. 55/255 characters. Not yet tested in the beta.
Stormstrike is an Enhancement talent (level 25 tier). The client's tooltip: a strike for normal weapon damage, and your next Lightning Bolt, Chain Lightning or Earth Shock on that target does 20% more damage for 12 sec. 8 sec cooldown.
Forever's Improved Stormstrike talent can reset its cooldown when you dodge or parry. The macro can't tell when that happens: just press it again.
Ghost Wolf that doesn't cancel itself
#showtooltip Ghost Wolf
/cast !Ghost Wolf
What it does. Turns you into a Ghost Wolf. Pressing it again while you're already a wolf does nothing, instead of turning you back.
How to use it. Press it to travel. Leave the form by right-clicking the Ghost Wolf buff or clicking its icon on your stance bar.
Why it's useful. The plain spell button cancels the form on a second press, which is easy to do when you mash it after a fight. The ! stops that.
Usable from level 20. 41/255 characters. Not yet tested in the beta.
In the client Ghost Wolf has a 3 sec cast, adds 40% movement speed, and only works outdoors.
Water Walking, or Water Breathing with Shift, on your mouseover
#showtooltip
/cast [mod:shift,@mouseover,help,nodead][mod:shift,help,nodead][mod:shift,@player] Water Breathing; [@mouseover,help,nodead][help,nodead][@player] Water Walking
What it does. Casts Water Walking on the friend under your mouse, your friendly target or yourself. With Shift, Water Breathing instead.
How to use it. Before crossing a lake, point at each party member's frame and press it. Use Shift before an underwater quest.
Why it's useful. Buffing a whole party with two spells is quick from the frames, and with an enemy targeted it still goes on you.
Usable from level 22. 173/255 characters. Not yet tested in the beta.
Both last 10 min in the client. Water Walking needs level 28 and ends when you take damage; Water Breathing needs level 22.
Each cast uses a reagent in the client's spell data: Fish Oil for Water Walking and Shiny Fish Scales for Water Breathing. Carry some before you set off.