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Shaman PvE guide

Rotations & Guide · PvE guide · PvP guide · Talent builds · Abilities · Talent Calculator · Macros · Changes vs Classic

Other classes: Warrior, Paladin, Hunter, Rogue, Priest, Mage, Warlock, Druid

Shamans are totem-based hybrids that heal, cast elemental spells or fight in melee. Forever adds Lava Burst as a tier 5 Elemental talent and Riptide as the Restoration capstone talent, 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.

Speculation: gear rankings and rotation advice are provisional. Launch availability and results may differ; player observations will refine these recommendations.

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 and Lava Burst, now a tier 5 Elemental talent that hits hardest on a target with your Flame Shock; Chain Lightning, the spec's area spell, comes from the trainer at 32.

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

Cooldowns

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

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

Cooldowns

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

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

Cooldowns

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

Checked against WoW Forever beta build 1.60.1.70658.

Tips & tricks: what ForeverDB learned

Elemental

Updated 31 October 2026 for build 1.60.1.70707 · From the DPS simulator, the game client

Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.

Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.

How to play it at levels 30–39: priority, procs and cooldowns

What to press, in order. Cast the first one that is ready and whose condition holds.

  1. Searing Totem: When it's missing from you: Keep it up: 99% of the sim's fight; worth 7.2% of your DPS (Simulator, Forever client, ForeverDB guide)
  2. Flame Shock: When it's missing from the target: Keep it on the target: up 92% of the sim's fight; worth 3.9% of your DPS (Simulator, Forever client, ForeverDB guide)
  3. Lightning Bolt: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 75.4% of your DPS (Simulator, Forever client, ForeverDB guide)

React to:

Keep up:

Before the pull:

Latest changes:

Enhancement

Updated 31 October 2026 for build 1.60.1.70707 · From the DPS simulator, the game client

Learning from players: DPS. Collecting comparable fights before publishing observed cast patterns.

Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.

How to play it at levels 30–39: priority, procs and cooldowns

What to press, in order. Cast the first one that is ready and whose condition holds.

  1. Searing Totem: When it's missing from you: Keep it up: 98% of the sim's fight; worth 8% of your DPS (Simulator, Forever client, ForeverDB guide)
  2. Stormstrike: Whenever it's ready: Keep it up: 46% of the sim's fight; worth 12.7% of your DPS (Simulator, Forever client, ForeverDB guide)
  3. Flame Shock: When it's missing from the target: Keep it on the target: up 84% of the sim's fight; worth 3.1% of your DPS (Simulator, Forever client, ForeverDB guide)
  4. Earth Shock: Fill the gaps with it: Your filler: cast it when nothing above is ready; worth 7.3% of your DPS (Simulator, Forever client, ForeverDB guide)

Keep up:

Before the pull:

Latest changes:

Restoration

Updated 31 October 2026 for build 1.60.1.70707 · From the game client

Learning from players: Healing + absorbs/s (EHPS). Collecting comparable fights before publishing observed cast patterns.

Observed cast patterns, not a proven optimal rotation. Gear, buffs, healing assignments and incoming damage can explain performance differences. HPS is effective healing; overhealing does not increase it. HPS counts effective healing, APS counts recorded shield absorption, and EHPS is their combined rate. Shield application sizes and overhealing do not increase EHPS. Healing assignments and incoming damage still limit healer comparisons. Build groups use the version reported by the log; some logs omit the hotfix build number.

How to play it at levels 30–39: priority, procs and cooldowns

What to press, in order. Cast the first one that is ready and whose condition holds.

  1. Call of the Elements: When it's missing from you: Before the pull: your water totem, Stoneskin Totem and the rest in one 3 second cast. (ForeverDB guide, Forever client)
  2. Water Shield: When it's missing from you: Keep it up; each globe restores mana when you're hit or a heal is a critical. (ForeverDB guide, Forever client)
  3. Healing Wave: Whenever it's ready: Main tank heal; Healing Way's first point makes it heal 8% more. Start it early. (ForeverDB guide, Forever client)
  4. Lesser Healing Wave: Whenever it's ready: When the tank drops faster than a Healing Wave can land. (ForeverDB guide, Forever client)
  5. Cure Poison: Whenever it's ready: Remove a poison. (ForeverDB guide, Forever client)
  6. Cure Disease: Whenever it's ready: Remove a disease. (ForeverDB guide, Forever client)
  7. Totemic Recall: Whenever it's ready: After the fight, for 25% of your totems' mana back. (ForeverDB guide, Forever client)

Before the pull:

Latest changes:

Every spec's latest changes. Re-studied every week and after each new game build.

Best in slot gear at any level: Elemental, Enhancement, Restoration

Shaman abilities