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Post Info TOPIC: Shaman Wowwiki Stuffs


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Shaman Wowwiki Stuffs
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The shaman is a healer, melee and ranged damage dealer hybrid class. As such, the class is considered one of the most adaptable and versatile in the game. They are designed to enhance all parts of a party while not being particularly focused on any one aspect of the game. Depending upon how players choose to customize their character's talent points, they can specialize in offensive spellcasting, melee damage dealing, or healing. Their primary support buffs come in the form of stationary totems, which when placed on the ground by the shaman, provide various benefits to party members, or offensive versus enemies within a totem's 30 to 50 yard (depending on the totem) radius.

edit Background

See also: Shaman (Warcraft III)
Shamanwc3.gif
Shaman unit from Warcraft III.

Shamans are spiritual visionaries of tribes and clans. These gifted healers can see into the world of spirits and communicate with creatures invisible to eyes of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance, he is a formidable foe; when angered, his wrath is as fierce as those who have a connection to Eternals or nature.[1]

History

Shamanism has existed since the sapient races first discovered the power of the elements of Earth, Air, Fire, and Water. On Draenor, now shattered Outland, the orcs were shamanistic; on Azeroth, trolls and tauren were shamanistic. Though shamanism on Azeroth flourished and still continues to, shamanism on Draenor was all but extinct by the time of the great crossing of the Horde into Azeroth via the Dark Portal. The greatest and yet some of the most vilified orcs were once shaman; Zuluhed the Whacked, Ner'zhul, and even Gul'dan were all previously shaman. However, Kil'jaeden, current lord over the Burning Legion, distorted the shaman's connection with their spirits in the sacred mountain of Oshu'gun, himself taking on the form of the shaman's ancestors to convince the shaman (who held much political sway in the orcish culture) that the Draenei were the enemy. The ensuing massacres upon several Draenei hunting parties offended the spirits, who eventually denied the shaman their powers.

All was set for the transition.

Cut off from their elemental powers, the former shamans turned to the more efficient and masterful powers of the Burning Legion, becoming Warlocks. Though many tried to hang onto their roots, it was impossible. Even Drek'Thar was sucked into the dark magics, though he later repented and to this day has never forgiven himself for the acceptance of the demonic corruption that plagues himself and the orc race to this day. Ner'zhul was the warlock who created the portals from Draenor to many other worlds. The many portals ripped Draenor apart creating the ravaged land of Outland. He repented but was dragged back into the fold by Kil'jaeden who promised him an endless existence of suffering and pain if he did not serve the Legion. Ner'zhul accepted this second chance at serving the Legion and was changed into the mighty being the Lich King and currently inhabits the body of Arthas Menethil his first and most powerful of the second generation of Death knights.

Shamanism in the orcs was all but extinct until Thrall, the son of the deceased Durotan and future chieftain of the Frostwolf clan, grabbed hold of the reins of Warchief of the New Horde ushering in a new generation of shamanism, breaking the crippling lethargy of the captive orcs and outlawing the dark magic of the Burning Legion. At the time of the internment camps, a shaman was a derogatory term for someone who told fantastical and unbelievable stories.[2] Shamanism is now at its peak though, as the New Horde itself is led by a shaman of great power in the new orcish kingdom of Durotar.

edit Overview

The shaman class was originally only available to three of the Horde races: tauren, orcs, and trolls. Designed as a counterpart to the Paladin, the shaman class was once unavailable to the Alliance. This was said to create much trouble in developing both classes since they needed to be balanced against each other. The release of The Burning Crusade expansion introduced the shaman to the Alliance through the draenei while the Horde gained access to the blood elf Paladin, thus making it possible for both classes to be developed independent of each other.

In parties, shamans make the quintessential fifth member; supplementing the others with powerful buffs (using their totems and shields) along with healing or damage on par with other, more specialized classes. Shamans have the ability to resurrect themselves once every 30 minutes (which can be reduced with talent points to once every 15 minutes) using their [Reincarnation] ability. In addition to its uses within a fight, this, in combination with their ability to resurrect other players, makes shamans a viable utility for wipe recovery.

Originally, shamans were supposed to be capable of tanking through the enhancement talent tree.[3] However, their lack of heavy plate armor and the various changes made to their talent trees over time have phased out their tanking potential in favor of healing and damage dealing. While most shamans are capable of adequately tanking instances prior to reaching level 60, higher level areas and instances require tanks to have stronger passive defenses and damage mitigation than shamans have, despite their versatility and healing abilities.

180px-Grennanstormspeaker.jpg
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Tauren shaman

edit Notable shamans

edit Shaman organizations

edit Races

Main article: Shaman races

The shaman class can be played by the following races:

Race Strength Agility Stamina Intellect Spirit Armor Health Mana
Alliance DraeneiDraenei Draenei TBC 2217212124345990
Alliance DwarfDwarf Dwarf Cataclysm 2216232221???
Horde GoblinGoblin Goblin Cataclysm ????????
Horde OrcOrc Orc 2417221824346973
Horde TaurenTauren Tauren 2616221724327072
Horde TrollTroll Troll 2222211723445972

Until The Burning Crusade, the shaman class was exclusive to Horde, as the Paladins were exclusive to Alliance. The balance of power has been partially upheld, however; only one Alliance race can play shamans, just as only one Horde race can play as Paladins. Note that come Cataclysm, two Horde races will be able to be Paladins just as two Alliance races will be able to be shamans.

Each Race has its own distinct advantage, no matter its class; consequently, many players who wish to play shamans factor in the advantages and abilities of the various races when starting their characters. Some prefer tauren for their [Warstomp] racial ability, as shamans themselves do not possess any ability to stun. Others prefer orcs as stun effects don't last as long when used against them, which is helpful versus a rogue, as well as against a shadow priest; likewise, the orcs' [Blood Fury] racial ability can be very useful for a shaman because they get a bonus to both their melee attacks and spell damage. Both of these abilities are very useful in PvP. Still others enjoy playing trolls because of their [Da Voodoo Shuffle] and [Berserking] powers, and the [Beast Slaying] bonus which can allow them to level more quickly. Players looking for a boost in healing for PvE or PvP may find that the draenei's usable racial ability, [Gift of the Naaru] is an effective heal over time spell that can be cast on oneself or on another player at no mana cost. In the end, the choice of race is up to the player, and often comes down to a matter of aesthetics more than anything else. As long as the player enjoys the race they have chosen, many will simply ignore the mathematics.

edit Talent trees

180px-ArtDraeneiShaman.jpg
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Draenei shaman

Elemental

The elemental tree focuses on the shaman's offensive spell casting ability. It decreases the mana cost and casting time of spells while increasing their damage and critical strike chance. The 31 point ability is Elemental Mastery, a self buff usable every three minutes that gives you a 15% increase to haste lasting for 15 seconds. The 41 point talent is Totem of Wrath, which increases the raid's spell power, and makes any enemies in its radius more likely to be critically hit. The 51 point talent is Thunderstorm giving elemental a AOE that can throw opponents.

Overall, elemental is the best build for shamans who want to maximize their damage output in PvP. In raids, elemental shamans are more of a general utility class, so raid spots may be a little harder to find. In 5-Man instances and PUGs, elemental shamans bring great flexibility and utility capable of high DPS, buffing and healing (due to excellent spec and equipment synergy).

Enhancement

By spending talent points in enhancement, a shaman greatly increases melee damage output. This is a very appealing tree to lower-level shamans because dealing melee damage does not cost mana. At level 40, the Dual Wield weapon skill can be learned. Together with the powerful Windfury Weapon buff, an enhancement shaman's melee damage output is second only to rogues and retribution paladins. Additionally, with their new 51 point talent, Feral Spirit, enhancement shamans can quickly destroy small groups of enemies while soloing and bring an impressive amount of DPS to raids.

Enhancement builds generally have the highest damage output potential of all shaman builds. In raids, enhancement shaman are highly desirable because their buffs to the other melee damage dealers are substantial. In PvP, enhancement shamans usually have problems due to low survivability (compared to plate-wearing classes and rogues) and susceptibility to snares.

Restoration

The restoration tree focuses on the shaman's healing capability, reducing the casting time and mana cost of healing spells, while increasing their effectiveness. Restoration shamans are well suited for any healing situation in the game. On top of that they offer good utility (like Mana Regeneration by Mana Tide Totem), and the best multi-target heal spell in the game (Chain Heal), giving them excellent potential as raid-wide healers. The 41 point talent Earth Shield acts as a very mana-efficient single-target HoT with a long duration. The 51 point talent, Riptide give the shaman an instant cast heal and a HoT.

This tree is highly useful in PvP and group PvE, the only drawback being the rather low damage output, so solo play is more difficult. In return, a restoration shaman hardly ever dies while questing/soloing.

See also:
Shaman talents
Shaman builds

edit Equipment

180px-Orcshaman.JPG
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Orc shaman
180px-Shaman_Concept.gif
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Shaman concept art

Shamans can wear leather armor at the start of the game and can train to wear mail gear after level 40. It is not uncommon for many shamans take up leatherworking as a profession because there is some mail armor that can be made. Additionally, the Dragonscale Leatherworking specialization can make several mail armor items with stat bonuses that are very beneficial to the shaman class.

Shamans can use one-handed maces with shields and staves by default, and can train daggers, fist weapons, one-handed axes, and two-handed axes and maces (as of Patch 2.3) by visiting a trainer. Post-patch 2.0, enhancement shamans can dual wield.

After reaching level 40, a shaman can learn to wear mail armor from their trainer. For shaman casters, the Turtle Scale collection available from Leatherworkers is good, other items such as the Chain of the Scarlet Crusade are better for melee shamans.

There are a number of end-game gear sets for shamans to use ranging from tier 1 to tier 10. There are also sets for PvP and all these sets can be found on the Shaman sets page.

See also:
Enhancement gear BC
Wrath healing equipment (mail)
Shaman tactics

edit Attributes

See the main article Attributes. This breaks down specifically for shamans as follows [1]:

  • At level 70, it takes 40 agility to gain 1% to critical strike chance.
  • At level 70, it takes 22 critical strike rating to gain 1% to critical strike chance.
  • Your level's worth of agility will increase your chance to dodge by about 3% (e.g., +60 agility will give a level 60 shaman +3% to dodge).
  • Every point of agility provides 1 melee attack power (e.g., +70 agility will give any shaman +70 AP).
    • This means that every 14 agility provides 1 additional damage per second (e.g., +140 agility will give any shaman +10 DPS).
  • Every point of strength provides 1 melee attack power (e.g., +70 strength will give any shaman +70 AP).
    • This means that every 14 strength provides 1 additional damage per second (e.g., +140 strength will give any shaman +10 DPS).
  • Every point of strength increases the amount of damage you block with a shield.
  • Every point of intellect adds 15 mana (MP).
  • Your level's worth of intellect will increase your chance to crit with spells by about 1% (e.g., +60 intellect will give a level 60 shaman +1% to crit with spells; at level 70 it takes +70 int.)
  • Every point of stamina adds 10 health (HP).
  • Every 18 spirit increases health regeneration by 1 health per second (i.e., 9 spirit restores 1 point of health per tick).

edit Abilities

Totems

Totems are unique to the shaman, and must be obtained by completing certain quests. Each Totem corresponds with one of four element (Earth, Fire, Water, Wind) and only one of each elemental type can be used at a time. Once a totem is put down, it cannot be moved, but a new totem can always be summoned to replace it.

With the spell Totemic Call (available at level 30), shamans can instantly remove all of their totems for no mana and receive 25% of the mana spent on the totems back.

However, as of 2.4, shamans who have not yet reached level 30 and trained the spell 'Totemic Call' will see "Totem Timers" below their character portraits. As with buffs, a simple right-click to the "Totem Timer" icon, and the totem will be destroyed with no mana gain.

  • See the shaman totems page for complete list of totems, and additional details.

Spells

Shaman spells include direct damage spells, heals, and weapon buffs among others. Their spells are mostly based on the elements.

Talents

Shaman talents are split into 3 categories:

  • Elemental — improvements in offensive spells and offensive totems.
  • Enhancement — improvements in melee related skills and enhancement totems.
  • Restoration — improvements in healing and restoration totems.

Talent builders can be found at Official Blizzard site, WoW Den's Talent Calculator, WorldofWar.se, WoW Vault, ThottBot, Merciless, Wowhead.

Shaman also are graced with [Astral Recall], a second hearthstone which sits on a seperate cooldown that is half as long as a traditional Hearthstone.

Weapons

Starting

Trainable

Two Handed Maces and Axes were originally 10-point talents in enhancement and were replaced with Shamanistic Focus in Patch 2.3

Talent-based enhancements

  • Offhand weapons ("Dual Wielding")

Cannot use

Note: the inability of shamans to use ranged weapons makes the Troll's Throwing Weapon Specialization and Bow Specialization racial traits worthless for them.

edit End-game expectations

Totems are a major part of the end game and knowing what totems will benefit the shaman's group members best in different situations is all part of the strategy involved in playing a shaman. With the versatility that comes with a shaman you will always be the one patching up on various issues that your group might run into. If your party runs into an encounter which is very DPS heavy, you will find yourself supporting DPS, occasionally throwing in a heal if needed. The same goes for encounters that require lots of healing.

A shaman's role in parties and raids will vary depending on how they choose to spend their talent points and equip themselves, as some of the shaman's versatility is diminished if they focus heavily on one tree. For example, a shaman who has specced enhancement (and geared accordingly) may have problems healing, due to the lack of crucial intellect/+healing/MP5 bonuses on their gear which restoration requires, but will greatly enhance melee group DPS in raids (enhancing warriors, rogues, and feral druids via Windfury Totem, and all physical damage classes via Unleashed Rage and Strength of Earth Totem). On the other hand a restoration shaman gets very little benefit from going melee due to the lack of +hit/+attack power, whereas elemental shamans can cast ranged DPS and still cast the occasional support heal (and possibly main heal any 5-man instance), still getting the bonuses (in most cases) from +heal/+spell damage.

Specialization is all a matter of preference. Some shamans choose to go restoration, some elemental, and others enhancement. No matter which tree they follow, there are a lot of abilities that will benefit raid/party DPS, protection and healing. Patch 2.0 (just prior to Burning Crusade) added such talents as Totem of Wrath, and Unleashed Rage (depending on whatever you wish to go Melee or Caster shaman), so although you may not be the number one DPS class or number one healing class, your choice of playstyle and talents will greatly benefit the classes who do heavy DPS and/or heals, leading to an overall successful achievement in the end.

  • Remember that the beauty of the shaman is its versatility, and even though you tend to go one way with talents, remember that you still have access to the rest of your spells and abilities.

edit Wrath of the Lich King Changes WotLK

Itemization

Shamans now receive one point of attack power from both strength and agility. Additionally, every point of intellect provides one attack power with the talent Mental Dexterity. Also, critical rating and spell critical rating, as well as hit rating and spell hit rating, have each been condensed into a single stat.

Totems

Totems have been "condensed" into a smaller amount of totems, for example Grace of Air Totem was removed and its agility bonus was merged into Strength of Earth Totem. Totems were moved to physical school and cannot be counterspelled. Most totems now also affect raid members, not just the local party.

Weapon enchants

A new weapon enchantment has been added, Earthliving Weapon. It increases the healing power of the shaman. Flametongue Weapon now gives spell damage bonus to the shaman.

The effect of the Windfury Totem is not a weapon enchant anymore and has been changed to a buff granting melee haste.

Hex

Shamans were given Hex, a polymorph spell with a 45 second cooldown allowing them to turn an enemy into a frog. The enemy cannot cast or attack but is still in control of his character. It will last up to 10 seconds on PvP targets with diminishing returns, similar to other crowd control, or up to 30 seconds on monsters.

Unleashed Rage

Unleashed Rage affects the raid, not just the party.

Wind Shock

Shamans now have Wind Shock, a threat-reducing spell that does no damage but has an interrupt effect. Wind Shock shares a cooldown with the other shaman shock spells but is not affected by the global cooldown.

As of Patch 3.2, Wind Shock has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.

Water Shield

Water Shield got moved to an earlier level and has more ranks now.

Lava Burst

The Lava Burst spell was added at level 75 in the elemental tree.

Earth Shock

As of patch 3.2 the Earth Shock spell was changed from interrupting spellcasting for 2 seconds, to increasing time between attacks by 10% for 8 seconds.



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Leveling/Solo PvE

Enhancement

It's the designers stated intent that the Enhancement tree is the leveling spec for Shamans. It combines little to no down time and high damage output. The important spells and abilities are Windfury Weapon, dual-wielding, Stormstrike, and Lava Lash. The drawback of this spec is that it's melee and thus takes a solid amount of damage from most mob types. At higher levels, Maelstrom Weapon allows regular instant heals, which remedies this problem greatly.

 

Elemental

As the ranged DPS tree, Elemental can also be used for leveling. It's much safer since mobs are usually seriously hurt (or even dead), before they are in melee range. However, it uses a lot of mana and thus leads to higher downtime.

 

Restoration

For the purpose solo play, Restoration is a rather poor choice. The tree offers next to no enhancements to damage output and therefore killing mobs takes a very long time. It grants high survivability though. Yes, a resto shaman can kill some mobs which nobody else can. But that's not very relevant in practise, because it's just not worth spending 10 minutes to bring down that elite four levels higher. Restoration is a nice spec when leveling in a group environment with many instances. This method has become viable with the introduction of the Dungeon Finder.

 

Group/Raid PvE

Restoration

Healing was the traditional role for Shamans in all groups or raids. Over the years, the other specs have become viable too, but Restoration is still a very well liked specialization for raiding Shamans. Since 3.0.1, healing Shamans even got an interesting spell rotation (since 2.0 it had been mostly Chain Heal spam). At least one Earth Shield is still wanted by every raid leader. Shamans are good point (tank) healers and decent AoE (raid) healers.

 

Elemental

An elemental shaman is a ranged damage dealer who contributes a strong raid-wide buff of 3% crit for all other damage dealers (including melee). This buff alone may be worth bringing an elemental shaman. If no Moonkin druid is in the raid, elemental provides a similar buff (Elemental Oath, exclusive with Moonkin Aura) for another 5% crit. The drawback is that an elemental shaman has only some limited AoE abilities which cannot compete with Mages, Warlocks or Priests in that department.

 

Enhancement

Enhancement Shamans are melee damage dealers with high burst capabilities and very good point damage output, but again (simliar to elemental) only mediocre AoE capabilities. Additionally they provide AP to the whole raid (Unleashed Rage) and their totems are a little more effective than those of other shamans due to Enhancing Totems.

PvP

Elemental

This tree has great potential to throw off both melee and caster opponents. Elemental Warding fends off up to 6% damage from all sources. Astral Shift further reduces damage if placed under one of the conditions. Thunderstorm is an amazing way to fend off melee attackers for enough time to throw in a quick heal. Finally Eye of the Storm (Talent) helps when trying to get a cast in when there are multiple attackers. These damage-reducing talents along with the high damage output allow for a well-rounded PvP Shaman.

 

Enhancement

This tree can be very fun to mess with people, especially when they are caught off guard. The key talents are Toughness which reduces both movement-impairing effects and a good amount of damage, Static Shock for 9 charges of Lightning Shield, and Maelstrom Weapon which makes one spell instant after a certain number of melee hits. Jumping an enemy by surprise with both Feral Spirits, Bloodlust (Heroism for Alliance players), and both instant-strike attacks can make enemies feel helpless and intimidated.

 

Restoration

Restoration shamans are not the easiest build to play in PvP. Players need to put some effort into understanding and familiarizing themselves with the various abilities. The low damage output makes restoration shamans rather easy prey for enemy damage dealers. Nature's Swiftness is a highly useful spell when a fast, big and uninterruptable heal is needed. Also, Nature's Guardian is more useful than it seems at the first glance.



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Elemental

Elemental MaxDPS/MaxAoE (57/14/0)

PurposeEverything
Talent Link(s)Wowhead
Tested patch3.3.2

Elemental is arguably the best of the three shaman classes for group PvE.

Focus on haste, then spellpower, then crit (up to 20%+). Glyphs: Lightning Bolt, Flame Shock, and Totem of Wrath. The Lava glyph is probably not worth it. Totem of Wrath is around 80 SP, which benefits all spells, while the Lava glyph only benefits the eight-second cooldown; that's about 300 dps per lava burst and 80sp benefits your lava burst + all the lightning bolts between the cooldown ( which is > 300dps total ( atleast 500dps depending on gear )).

Rotation is simple on bosses: Flame Shock -> Elemental Mastery -> Lava Burst -> Lightning Bolt / Chain Lightning (Never cast chain lightning if the cast time gets below 1 second or you will hit the GCD!) Then repeat from Lava Burst onward, reapplying Flame Shock as necessary, preferably just after it ticks or just after it has left the target. Addons such as Shock and Awe or TellMeWhen, which notify you of spell availability, can be very helpful with keeping track.

On aoe the rotation is Flame Shock - > Chain Lightning - > Fire Nova - > Lava Burst - > Chain Lightning - > Lightning Bolt - > Chain Lightning - > Fire Nova - reapply Flame Shock when needed.

On single trash the rotation is Flame Shock - > Lava Burst - > Chain Lightning (That's because CL is a faster cast than lightning bolt and doesn't cost much mana after a crit.) If the target isn't dead after that, spam Lava Burst when it's available, else Lightning Bolt. Remember to reapply Flame Shock when its effect wears off, although not simply when it's available. No point overlapping, as LvB does more damage.

Totems: Earth: Any. Fire: Totem of Wrath (even if another shaman can do it) Water: Any. Air: Spell Haste.

Enjoy!

 

Elemental Solo PVE (57/14/0)

PurposeSolo
Talent Link(s)Wowhead
Tested patch3.1.1

This build focuses on high damage output and mana efficiency. After you get Lava Burst at lvl 75, rotation will be Lightning Bolt -> Flame Shock -> Lava Burst -> Thunderstorm (if not in cooldown) -> Frost Shock. Points can be shifted around depending on your play style.

 

Elemental Raiding (54/17/0)

PurposeGroup/Raiding
Talent Link(s)Wowhead
Tested patch???

This build focuses on high damage output and more group utility. Shamans are becoming more of a group/raid tool for the Elemental-only buffs they give to casters. This spec also grabs Elemental Warding to reduce damage being done to you by raid mobs. On raid bosses, 17% (446 Hit Rating) total hit percentage is needed to never miss with a spell. With Elemental Precision, that drops it to 14% (368 Hit Rating, 289 with Misery or Improved Faerie Fire debuff) needed from gear.

Points can be shifted around depending on your play style.

Elemental Warding is highly recommended over some of the other talents that were not chosen due to its priority to survivability in raid boss fights that require resist gear and do a good amount of damage with spells. If you wanted to sacrifice these points for something more viable before raid fights, Elemental Reach can be taken along with a few other talents in Enhancement

Here are some specs to further expand upon the versatility in Elemental Shaman speccing expressed by the above author. I should also note here that Draenei Shamans will only need 13% (342 Hit Rating) from gear due to Heroic Presence with Elemental Precision maxed out.

 

Elemental Raiding (57/14/0)

PurposeGroup/Raiding
Talent Link(s)Wowhead
Tested patch3.2

57/14/0(Updated for 3.2)

This build is all about crit and spell power(and obviously hit or you would never hit anything). (It's slightly similar to the one above.) There isn't much in there for MP5 because your Water Shield should handle most of that. I use this spec on my Shaman (Junn of Rexxar) but he has 500+ MP5. Get your crit up to at least 20%, and you should keep on critting for about 5 or 10 seconds. The Glyphs that should be used are Glyph of Lightning Bolt, Glyph of Lava, and Glyph of Flame Shock. It really doesn't matter what you use for the minor ones though. Good luck shamans!

52/14/5

This spec is designed to maximize a Flame Shock, Lava Burst, and Lightning Bolt rotation while still remaining mana efficient and being mindful of survivability. It has the stock Lightning Bolt enhancements we all know and love, plus Call of Flame, Lava Flows, and Storm, Earth and Fire to enhance Flame Shock and Lava Burst. In addition, Elemental Weapons was included for more spell power overall, and Shamanistic Focus and Totemic Focus for added mana efficiency. These talents with Glyph of Lava, Glyph of Flame Shock, and Glyph of Flametongue Weapon make for an effective DPS build, while remaining survivable through the increased range of the spec and the minimal 4% off some incoming damage from Elemental Warding.

43/8/20

This spec is a level-80 version of the old level-70 Lightning Bolt spam rig. The 10 points spent between Tidal Focus, Improved Healing Wave, and Improved Reincarnation can be shifted around to meet one's own personal play style. Also 2 points from Lightning Overload or Elemental Oath can be shifted around, possibly to Thundering Strikes to increase static crit rate (though I would only suggest removing the points in Elemental Oath if you have another Elemental Shaman in group that has it.) This spec also allows you to act as a spot healer in a pinch, though you will burn through mana fairly quickly.

An added note for any Elemental Shaman, adding Chain Lightning into any spell rotation will increase your DPS, but at the cost of mana efficiency. Before adding this spell to a rotation you should make sure your mana pool and regen can handle the strain it causes. Being OOM 2 minutes into a boss fight is not a good thing, no matter how high your DPS was for those 2 minutes.


PvP

Elemental PvP (53/18/0)

PurposeSolo
Talent Link(s)Wowhead
Tested patch3.2.0

53/18/0 Grabbing all the damage-reducing talents in this tree will make you a lot more durable in both big and small battlegrounds. PvP situations can differ depending on what other classes you could face. Some situational talents are deferred like Lightning Overload and Totem of Wrath because, to get the most out of them, you need to be constantly casting. This usually is not possible, especially when there is a melee class preventing most of your spell casts. Your best bet is to Frost Shock and Earthbind Totem to kite away from them in order to pull out a few extra spells. Ranged and casters are more likely to be played closer as you can interrupt them better and also prevent them from kiting you.

Points can be shifted around depending on your play style.

This build could benefit a little from Elemental Oath, but it is not worth pulling out points from anywhere else in order to get this talent.

Enhancement

Basic PvE Leveling (0/51/0)

PurposePvE / Solo
Talent Link(s)Wowhead
Tested patch3.1.3

This is a build for maximizing DPS and minimizing downtime. It allows for flexibility based on play style, since an enhance shaman is very flexible. The instant cast Ghost Wolf, along with Glyph of Ghost Wolf and an Earthbind Totem or a Stoneskin Totem drop, allow for an extra "panic-button" combination to limit your deaths when things do go wrong. 5 points into Maelstrom Weapon get you either an instant cast Lightning Bolt or Chain Lightning to burst down the mobs quicker, or an instant cast Healing Wave, Lesser Healing Wave or Chain Heal when things go wrong. The Unleashed Rage will proc every fight at least once, with the high critical strike rating on shaman gear, the increased crit from Thundering Strikes, and the Dual Wield talent (since you attack more and each attack has a chance to crit). The extra attack power, along with Mental Quickness, allows for larger heals and larger damage from shocks and instant casts from the Maelstrom Weapon. You'll experience minimum downtime and fast mob kills.

The Enhancing Totems talent can be traded for Static Shock. All of the totem talents are useful for leveling except Guardian Totems. Frozen Power, while it does allow for the extra DPS and root, is often not worth the points invested in it as Frostbrand Weapon does not scale well enough with spell power to be superior to Windfury Weapon on the main-hand and Flametongue Weapon on the off-hand, making the root not worth it just for leveling.

Enhancement leveling build samples

PvE Leveling and Raid (16/55/0)

PurposePvE / Solo
Talent Link(s)Wowhead
Tested patch3.1.0

This is the result of many talent changes, and some personal testing. With this build you will never need to stop and drink, and your spells will deal comparable damage to your melee abilities. The totems are a good investment despite what some might think, since in a leveling situation you can plant them and pull several sets of mobs to within their large range. This is also a very good raiding build. Any build that doesn't take Feral Spirit is not worth looking at. The healing Feral Spirit will give you alone makes it a great ability, especially with the limited survivability that shamans face in raids.

 

Solo PvE Leveling and Raid (17/51/0)

PurposePvE / Solo
Talent Link(s)Wowhead
Tested patch3.1.0

This build tweaks the above build a bit more geared towards those who like to quest solo even for the group quests. It gives you a bit burstier damage with spell crits being double damage rather than the normal 150% damage, and gives some more mitigation for those hard-hitting elites for those group quests you can never find a group for, only really sacrificing the 10% AP party boost that is really more viable in groups and raids. The 2 points in Frozen Power is for kiting those hard-hitting elites that you can't heal through such as the giants in Howling Fjord/Grizzly Hills. In a standard solo fight, these 2 points are a waste, since you'll more than likely be using either Flametongue Weapon or Windfury Weapon, and you'll more than likely be in melee range for normal fights. But, for those that you need to kite, the 100% chance to root the mob if you cast Frost Shock from further than 15 yards makes kiting that much easier when you have to worry about pulling other elites in the area. Keep in mind though that enhance shamans are melee fighters. Don't get stuck in the caster mindset.

All in all not the best spec for those who party up a lot, but fairly good for those who like to play without others' help.

Enhancement PvE Raid build samples

Group/Raid Build (PvE) (16/55/0)

PurposePvE / Solo
Talent Link(s)Wowhead
Tested patch3.1.0

The two points in Call of Flame can be shifted to Elemental Warding if survivability is an issue, although it's normally considered a PvP skill.

Points can be shifted around depending on your play style and raid makeup.

Again, depending on your raid progression, Elemental Warding could help a ton in bigger advanced raids. If you are still in parties and raids where resist gear isn't an issue yet, you could toss them around for Improved Shields or something as relevant.

 

AOE/Raid Build (PvE) (18/51/0)

PurposePvE / Solo
Talent Link(s)Wowhead
Tested patch3.3.0

This is a build for patch 3.3.0 which sees the addition of Fire Nova to Enhancement's arsenal of attacks. Two points are placed into Improved Fire Nova so as to lower it's cycle rate to 6 seconds in order to maximize it's damage potential against large mob packs while keeping mana consumption manageable. Additional use of Glyph of Fire Nova is not recommended. There are two loose points in the build that can be used to cap out Improved Stormstrike, split between Improved Stormstrike and Elemental Focus (which will proc off of and lower Fire Nova mana cost substantially), to help sustain your mana pool or placed into Improved Shields for additional Static Shock DPS if you're finding mana manageable within your raid.

Note, however, you will have fewer mana issues in general PvE or when lacking a source of Replenishment with one of the first two options.

Enhancement PvP builds

PvP (0/51/0)

PurposePvP
Talent Link(s)Wowhead
Tested patch3.1.3

This is a standard PvP build that covers most of the PvP highlights in this tree. Improved Ghost Wolf will enable quick getaways in order to heal up or when threatened with danger. Earthen Power is an amazing utility that will enable any quick getaway with Ghost Wolf combined and makes it easier to kill those pesky plate wearers. Finally, Feral Spirit will not only heal you as your wolves do damage, but they can really annoy any caster trying to mess with you and are supurb for stopping ganks.

 

PvP (19/38/0)

PurposePvP
Talent Link(s)Wowhead
Tested patch3.1.0

This build sacrifices damage from Enhancement and provides more disable effects from the Elemental Tree, also providing for more possibility to root with Frozen Power

Enhacement PvP build samples

PvP (12/59/0)

PurposePvP
Talent Link(s)Wowhead
Tested patch3.1.3

This build is not set in stone. There are a few controversial talents that were both taken up, and also abandoned. Anticipation and Toughness could be considered, but Anticipation just isn't worth the points; and Toughness doesn't do enough damage reduction; and, with the help of Earthen Power, it isn't really needed. There is also the idea of going into the Resto tree to pick up Improved Healing Wave when you need to get away and make a quick, efficient heal. Again, it all depends on your play style.

 

PvP (12/59/0)

PurposePvP
Talent Link(s)Wowhead
Tested patch3.1.3

You should get the point now of what works in PvP with this type of build.

 

PvP (19/52/0)

PurposePvP
Talent Link(s)Wowhead
Tested patch3.1.3

This PvP build does away with the PvE totem talents and includes talents that improve PvP totems and shocking. Reverberation will allow for more frequent spell interrupts and snares. Elemental Warding is a solid damage reducing talent and Improved Fire Nova Totem can be quite effective, especially in large scale PvP. Although stacking crit will negate your opponents resilience, Unleashed Rage still loses much of its potency due to it being a proc on critical hit, which tends to benefit only the player in many cases. Static Shock seems lackluster, since reapplying Lightning Shield is a minor grievance and the added damage is insignificant.



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Shaman questsedit this page

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Classes: Death knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior
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These are discussions of the salient points of each Shaman quest. This page contains Spoilers. If you want to figure these out on your own, do not read this page. While these are not step by step walk throughs, they do hit all the main points and give an outline to completion.

Contents

[show]

edit Alliance Crest Horde Crest Rune-Inscribed Tablet (Level 1)

You start your shaman-specific quest journey with the standard 1st-level "take this (object) to (early trainer)" quest. This quest is offered after you complete the very first quest you are given upon entering the game which you get from the NPC standing about 10 feet to your left when the cinematic ends. When you turn in the first quest, the "go visit your trainer" quest will be one of the quests offered to you. This quest shows a new player where the shaman trainer is located in the starting area, so the quest description always has all the information you need.

You will not be offered this quest a second time even if you complete multiple starting areas. This is only really relevant to Horde, as Draenei have the only Alliance shaman trainers. In a broader sense, none of these 'meet your trainer' quests are repeatable for either faction.

edit Horde Crest Call of Earth (Level 4)

You start this quest line with an NPC in the starting town (Canaga Earthcaller for orcs and trolls, Seer Ravenfeather for Tauren). That NPC sends you out to collect:

  • Tauren 2 Ritual Salve from Bristleback Shamans.
  • Orc Troll 2 Felstalker Hooves from Felstalkers.

You are then given an Earth Sapta and told to seek out

  • Tauren Kodo Rock, east and slightly south of Camp Narache.
  • Orc Troll Spirit Rock, at the end of the Hidden Path. (The Hidden Path begins south of the Den, in the southwest corner of the Valley of Trials).

Once there, drink the sapta, and speak to the Minor Manifestation of Earth. Return to the NPC with the rough quartz you are given and you will be awarded with an [Earth Totem] and Stoneskin Totem (Rank 1).

You will (normally?) not be offered this quest sequence a second time even if you complete multiple starting areas. (An ambitious experimenter could accept the quest then hightail across The Barrens to another starting area before completing the quest. It is also possible that the presence of the Earth Totem is the status marker that blocks the second instance of the quest line, perhaps if the Earth Totem is discarded the quest can be done at another starting location. Note that if this does not happen, the Shaman character should probably be discarded; there is no other way to recover the discarded totem, permanently nerfing the character. Also note, that there is little point beyond the academic for doing this; the reward is what you already have, plus a very minor amount of XP.)

edit Alliance Crest Call of Earth (Level 4)

Firmanvaar, the Shaman trainer at the crash site, sends you out to talk with the Spirit of the Vale in the northwest. The Spirit sends you to kill 4 Restless Spirits of Earth in the valley behind it. Slay the Spirits of Earth (you might be aided by other elementals), return to the Spirit, and then return to Firmanvaar. You will be rewarded with an [Earth Totem] and Stoneskin Totem (Rank 1).

edit Horde Crest Call of Fire (Level 10)

This quest is started by four Non-Player-Characters:

  • Orc Swart, shaman trainer at Razor Hill.
  • Orc Searn Firewarder, in Orgrimmar (he is found in Valley of Wisdom near the shaman trainer).
  • Tauren Narm Skychaser, shaman trainer at Bloodhoof Village.
  • Tauren Xanis Flameweaver, in Thunder Bluff (he is found on the Spirit Rise, sitting near the shaman trainer).

You can presumably pick up this quest at any of these, not just your home area. You can only be on the quest or not, so you will not be offered this quest a second time while you are on it, and you will not be offered the quest again by a different quest giver once you have completed it. After this first step, the quest lines merge.

  • Along the road to The Crossroads, keep a look out to the north. You will see a small hut before you reach the fork in the road. Inside you will find Orc Kranal Fiss. Speak with him to receive Quest:Call of Fire (2).
  • Head back to the Far Watch Post, cross the bridge into Durotar and travel south along the Southfury River. At the place where the mountains meet the river, there will be a small rock pillar (36.6, 57.2) with a symbol on it. This marks the path leading to the top of the mountain. Speak with Troll Telf Joolam and get the next quest, Quest:Call of Fire (3).
  • Head north-east from Razor Hill and up a ramp so that you are walking directly above the ravine. Once at the top of the cliffs head north, keep the ravine to your left and you should find a cave. Kill the cultists within until you find a [Reagent Pouch].
  • Head east of the Crossroads to the mountain known as Thorn Hill and circle around to the north-eastern side. Here you will find the Razormane Geomancers who will drop a [Fire Tar] which you need for Quest:Call of Fire (3).
  • After collecting these two items, cross the Southfury River into Durotar and turn in Quest:Call of Fire (3) to Troll Telf Joolam.
  • Complete his next quest by defeating the summoned Fire Elemental, then light your torch from the shrine to receive the last quest. Return to Orc Kranal Fiss north of the road between the Crossroads and Far Watch Point. He gives you your [Fire Totem] and your first Searing Totem.
  • After collecting these two items head back to Troll Telf Joolam and turn in Quest:Call of Fire (3). Drink the sapta at the top of the mountain (follow the path further up the mountain). Kill the Minor Manifestation of Fire and use the Glowing Ember he drops to light the torch. Head back to Orc Kranal Fiss in the Barrens to complete the quest.

edit Alliance Crest Call of Fire (Level 10)

This quest starts at Sulaa, the Shaman trainer at The Exodar.

  1. Alliance Crest [10] Call of Fire (Part I) - Speak with Tuluun at Azure Watch on Azuremyst Isle.
  2. Alliance Crest [10] Call of Fire (Part II) - Speak with Temper at Emberglade on Azuremyst Isle.
  3. Alliance Crest [10] Call of Fire (Part III) - Retrieve the Ritual Torch from Stillpine Hold and return it to Temper.
  4. Alliance Crest [10] Call of Fire (Part IV) - Go to Silvermyst Isle in the southwest. Light the effigy there with the Ritual Torch, defeat Hauteur, and bring his ashes (as well as the torch) back to Temper. (Remember that you can use the Orb of Returning to teleport back to Temper once you have the ashes.)
  5. Alliance Crest [10] Call of Fire (Part V) - Return to Tuluun in Azure Watch.
  6. Alliance Crest [10] Call of Fire (Part VI) - Seek out Prophet Velen at the Vault of Lights in the Exodar.
  7. Alliance Crest [10] Call of Fire (Part VII) - Speak with Farseer Nobundo at the Crystal Hall in the Exodar.

You will receive the [Fire Totem] and Searing Totem.

edit Horde Crest Call of Water (Level 20)

You are sent to see Islen Waterseer

Make sure to take both 'Call of Water' AND 'Water Sapta' Quests or you wont be able to see your target for the totem quest

Islen sends you to defeat the Corrupt Manifestation of Water and place the Corrupted Manifestation's Bracers along with the Remaining Drops of Purest Water(provided) on the Brazier of Everfount in Silverpine Forest.

Go to Sepulcher, then at the east side of the little zone is a path that leads down and North to the water, You will see a boat, go left along the shore, about 50 yards, and you will see a clearing on the left along the shore, with the elemental stone, and the burning flame you require! Temple is at 38,44 Silverpine Forest

Drink the Sapta, turn and look at the 8 Water Elementals, one of them you will be able to fight. Pick up the bracers, go over to the brazier and click it.

Once you finish the incantation, Minor Manifestation of Water appears and thanks you and tells you to return the Shard of Water to Islen for your reward

You will receive the 16px-Spell_totem_wardofdraining.png [Water Totem] and Healing Stream Totem.

edit Alliance Crest Call of Water (Level 20)

You are sent to see Farseer Nobundo

Nobundo sends you to speak with Aqueous in the Hidden Reef of Northern Bloodmyst Isle.

Aqueous requests that you determine the extent of the damage that has been done to the waters in the area by the Blood Elves. He asks you to investigate the Foul Pool. Travel there and extract the foul essence from the water spirits that inhabit the pool.

Collect 6 Foul Essences and return them to Aqueous in the Hidden Reef at Bloodmyst Isle.

The damage is worse than Aqueous expected and he needs a sample of the purest water to counter this malignancy. You are asked to take a bota bag and fill it with the water from the fountain in the Wrathscale Lair on the Southeast part of the island. You will recall this area from previous quests. NPC's are level 13-14.

Aqueous has determined where the corruption is coming from. A Blood Elf by the name of Tel'athion is doing demented research and he asks you to put an end to it.

In the Foul Pool is a small camp on the South shore. There you will find the 'research' of Tel'athion the Impure. Use the pure water you obtained from Ashenvale to destroy his cache of barrels and bring him out to confront you.

Defeat Tel'athion the Impure and bring his head and the remaining water back to Aqueous. Even with two water elementals' assistance, this is another tough fight.

Aqueous send you to Nobundo inside the Exodar with a sample of Purest Water for your reward

You will receive the [Water Totem] and Healing Stream Totem.

edit Horde Crest Call of Air (Level 30)

This quest can be obtained from two NPCs:

  • Searn Firewarder, in Orgrimmar (found in Valley of Wisdom near the shaman trainer).
  • Xanis Flameweaver, in Thunder Bluff (found on the Spirit Rise outside the main tent).

All you will need to do is find Prate Cloudseer in the Thousand Needles. Go to Splithoof Crag, East of Freewind Post in the Thousand Needles. North of Splithoof Crag, along the canyon wall there is a path that leads you up to the Weathered Nook. Look up from the base of cliff and you will see a Tauren windmill, Prate Cloudseer and a campfire. This is the end of the quest.

You will receive the [Air Totem].

 

edit Alliance Crest Call of Air (Level 30)

You are sent to see Farseer Nobundo

Nobundo sends you to speak with Velaada behind the Exodar up the Wildwind Path on the north facing of the mountain that the Exodar has crashed into. At its peak you will find Velaada.

Velaada asks you to speak with Susurrus at Wildwind Peak (just outside)

Susurrus is the wisest elements, the other elements asked you to do tasks, he will not ask anything further of you. He thinks that you have done enough to 'atone' for the accident of your ship falling to this place from the skies. He already can see that you have all the wisdom within you already to use the element of air wisely.

Susurrus gives you a portion of his being to bring back to Farseer Nobundo so that he might help you fashion your totem.

And to boot he even gives you a lift back down to the Exodar.

Speak to Nobundo to complete the quest

You will receive the [Air Totem]

edit Neutral Elemental Mastery (Level 50)

Quest walk through is the same for both Alliance and Horde.

 

1. Elemental Mastery

Quest received from any shaman trainer or Bath'rah the Windwatcher. He is found in the small troll temple area just across the small river behind Tarren Mill. You can either purchase the four elements from the auction house or grind them. Considering the location of the quest giver it is very easy to head over to Arathi Highlands to grind this quest from the elementals:

Upon returning these four elements to Bath'rah the Windwatcher he will give you the following quest:

2. Spirit Totem

Simply hop a flight to Undercity and run across through The Bulwark into Western Plaguelands (Alliance can fly to Chillwind Camp) and kill the local bears, spiders and carrion birds to pick up 8x Bloodshot Spider Eye and 8x Thick Black Claw then return to Bath'rah the Windwatcher for the last part of the quest chain:

3. Da Voodoo

Bath'rah the Windwatcher now sends you to pick up a total of six feathers from the trolls priests in The Sunken Temple. Coincidentally, you need to kill all six priests in order to release further advancement within the temple. Just remember to loot the feathers after each priest kill. Once you've picked up all six feathers you can return to Bath'rah the Windwatcher to finish the quest line. He will give you the option of the following three items:

edit Horde Crest The Darkreaver Menace (Level 58)

Talking to Sagorne Creststrider in Grommash Hold in Orgrimmar once you reach level 58 will start a short quest line to obtain the epic helmet, [Skyfury Helm]

The first step of the chain is Material Assistance, in which Sagorne will request a Azerothian Diamond and a Pristine Black Diamond from you.

After completing this step, you will receive The Darkreaver Menace. This requires you to venture into Scholomance, into the basement of the Great Ossuary within. Once there, you must slay the deathknight Darkreaver, and bring his head back to Sagorne. You will then be rewarded with [Skyfury Helm].

NOTE: There is no Alliance equivalent for this quest line.



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General tactics

Weapon choice

All Shamans can use staves, two-handed axes and maces (with patch 2.3), one-handed axes and maces, daggers, fist weapons, and shields.

Most mid- and high-level Shamans carry several weapons - generally a two-handed weapon, a one-handed weapon, and a shield. Lower-level characters will generally choose one weapon set, and not carry spares. Dual Wielding Shamans will, of course, carry a second one-handed weapon. Weapon choice will change depending on the situation, and your spec.

  • Enhancement Shaman will almost always use their chosen specialized weapon combination, preferring to DPS down the mobs before they take much damage. This usually involve 2 slow one handed weapons.
  • Elemental Shaman will almost always prefer a shield to assist them in taking less damage. In instances, they may choose to use a staff, if their staff has better stats (intellect, +damage, spell crit, etc) than their one-handed weapon and shield combination, however, a one handed and shield of the same item level as a two handed staff offers more spellpower then the staff.
  • Restoration Shaman will make their choice similar to Elemental Shaman, although their important stats will be different.

Some basic tips for selecting a weapon combination:

  • Against melee opponents, you may want to use your shield to mitigate damage.
  • Against casters, use the 2H weapon. Spells ignore armour when determining damage so the shield provides little value. Your goal is to kill them quickly using both weapon damage and spells.
  • When healing, the weapon's attributes should determine which configuration you choose as you will most likely not be engaged in combat as a healer. For example, if your staff has a +int buff on it, then you would select that weapon so as to increase your mana pool.

Weapon buffs and speed

  • Flametongue Weapon: Ignores damage reduction due to high armor, high, steady damage, a great all-around buff for grinding, PvE, PvP. Should be the only weapon buff considered for Elemental Shaman.
  • Frostbrand Weapon: Procs fairly often, decent burst damage, has a very useful movement slowing effect. Also popular for elemental and restoration Shamans because its damage is raised by +spell damage.
  • Rockbiter Weapon: Must bypass damage reduction due to high armor, but offers high, steady damage. Use against mobs with high fire resistance. Great with high crit chance.
  • Windfury Weapon: Unbeatable burst damage, procs fairly often, can easily win a PvP fight but very unpredictable with regard to aggro management. Best with slow weapons (but still very good with fast ones), great with high crit chance and can deliver some massive returns when combined with the Shamanistic Rage talent.

Fast weapons are recommended for non-Stormstrike/non-PvP Shamans, especially Elemental and Restoration Shamans, who should use Flametongue Weapon, as Flametongue scales much better on faster weapons. Dual-wielding Enhancement Shamans are encouraged to use slow weapons and Windfury in the main hand, and any weapon with Flametongue or Frostbrand in off-hand. At higher levels and with better weapons, it is advised to use slow weapons with Windfury on both hands (reasons explained exhaustively here).

Before The Burning Crusade, two-handed weapons were recommended for Enhancement Shamans, particularly in PvP. This was because Windfury would hit, and often crit, dealing a lot of damage. Immediately following a Windfury proc with Stormstrike and Earth Shock would often result in an instant kill, before the target had a chance to heal, be healed, or run.

With the changes to Windfury since the release of the expansion, coupled with the much larger health pools of level 70 characters in relation to damage caused, a slow two-handed weapon will not cause enough burst damage to kill a target outright, even with a Windfury crit. However, the high burst damage is still powerful and hard to heal, and two-handed weapons are still devastating in PvP.

As an alternative, enhancement Shamans may choose to wield two weapons. Dual-wield weapons should be slow (2.60 - 4 second swing) to maximize Stormstrike and Windfury effect. Enhancement Shamans Critical Strike will activate Flurry and Unleashed Rage. Combined with moderate hit and crit ratings, these useful effects will basically always be on. Placing Windfury Weapon on the main hand weapon while placing Frostbrand Weapon on the offhand will result in bit lower damage, but the enemy-slowing Frostbrand proc is a deadly combination in PvP.

 

Combat

Whatever weapon choice you make, make sure you have a weapon buff on at all times. If you are soloing, always keep your Lightning Shield or Water Shield active, and be prepared to reactivate it in the middle of combat, possibly repeatedly (preferably after casting another spell, so as to not needlessly trip the 5 second rule). As Water Shield does not require any mana to cast, it does not affect the 5 second rule. Be aware that Lightning Shield generates extra threat, so use it with care in group situations.

The standard pull for a Shaman uses Lightning Bolts, followed by a Flame Shock (or Earth Shock on a caster). Since Shocks are instant, this in effect damages the mob up to four times before it has a chance to hit back. The actual number of Lightning Bolts cast in the pull will depend on talents - Enhancement will likely cast one or two bolts before shocking (if they bother at all -- a Stormstrike followed by a shock will do more damage and is more mana efficient), while Elemental Shaman may manage as many as three Lighting Bolts, due to shorter cast times and longer potential starting ranges.

 

Elemental/Restoration

Caster Shamans may kite enemies with a combination of Lightning Bolt and Frost Shock or even Earthbind Totem. This can be expensive in terms of mana, but may enable the Shaman to down relatively high-level mobs. On normal mobs of a similar level, the Shaman may allow the mob into melee range, using a fast weapon with Flametongue Weapon, as well as Lightning Shield, to serve up some DPS between casting Lightning Bolts, and alternating Flame Shock with Earth or Frost Shock.

Totems

The four elemental totem types become available by way of certain quests. These quests become available several levels below the level at which the totem spells become trainable, ensuring that a Shaman need not go out of their way to complete them immediately. Obviously, they should be completed as soon as possible, but find quests in the same area so as not to waste time.

Selecting totems to maximum advantage is more art than science - sometimes, it may be most efficient not to drop any totems at all, especially when not in a party. Only one totem of each element can be used at a time, and this must be considered when choosing the combination that is most beneficial. Other factors include which party members can gain advantage from which totems, and which totems will affect your target. For example, Stoneskin Totem only affects people being attacked, whereas Strength of Earth Totem will improve all melee DPS. This makes Stoneskin useful when your casters are going to AoE, or possibly against Cleaving mobs, while Strength of Earth is likely to be better at other times. Similarly, Searing Totem will deal extra damage, but in close proximity to other mobs, it may accidentally aggro an add before you have a chance to use Totemic Call. Similarly, the AoE fire totems, Magma Totem and Fire Nova Totem, may break crowd control effects if placed too close to controlled mobs.

It is also a good idea to consider requests from your party members, as some classes will prefer different totems based on specs.

Several totems have an aggro radius, including Mana Spring Totem, Healing Stream Totem and Earthbind Totem, as well as the damage-dealing Fire totems, and Stoneclaw Totem. Elemental totems do not have an aggro radius, but the Elementals themselves do.

To best manage your totems, you should watch the totem timers (added in patch 2.4) under your party portrait. This will enable you to use Totemic Call just before they time out, giving some extra mana efficiency before replacing them.

Also note that totems activate the Global Cooldown, meaning it will take at least 3 seconds to place all four totems. It is therefore advantageous to place totems before a pull.

EDIT: In patch 2.4, Global Cooldown on totems was reduced to 1 sec from 1.5 seconds, meaning four totems can now be placed in 3 seconds instead of 4.5.

EDIT: In patch 3.2, Blizzard added a totem bar and spells such as Call of the Elements (available at level 30) that allow instant, simultaneous placement of up to 4 totems.

 

Key spells

As with all classes, some of the Shaman's spells are more useful than others. Some have uses that are not immediately obvious.

  • Shocks are a valuable part of the Shaman class. Earth Shock is extremely useful against melee as it slows attack speed by 10% for 8 seconds. Flame Shock, like any DOT, is particularly useful against stealth. Frost Shock, especially when combined with Earthbind Totem, makes a good snare. Frost Shock also generates additional threat and is good for pulling mobs off of healers and NPC escorts during PvE questing.
  • [Ghost Wolf] aids escaping significantly, particularly with the Improved Ghost Wolf talent or Nature's Swiftness, both of which makes it instant-cast. Several Shaman PvP rewards offer boots that give an additional 15% speed boost while in Ghost Wolf form. (These boots were changed in patch 2.4, a lesser version are available to level 58 for Horde players, and a slightly better version for both factions for level 60 players. Neither version can be used above level 60.) It is also available at level 16, making Shamans even with Druids with [Travel form] as the fastest class in the game at that level.
  • Astral Recall allows Shamans to teleport to their Hearth location every 15 minutes (7.5 minutes with glyph). It is on a separate timer to the Hearthstone, allowing the Shaman to Hearth home without using up the Hearthstone's cooldown. Many Shaman choose to destroy their Hearth Stone and use Astral Recall exclusively, saving bag space.
  • Mana Spring Totem and Mana Tide Totem are two totems that will appeal to all grouped casting classes. Increasing the mana regeneration of a party is one of the most vital roles a Shaman will play and significantly reduces the down time of your group.
  • Grounding Totem is a kind of pre-cast counterspell. Its casting cost is low (100 mana), and it absorbs every single-target (non-AoE) detrimental spell cast at the Shaman or his group while the totem buff is active, but is destroyed by the first direct damage spell it absorbs. It has a short cooldown.
  • Reincarnation is a unique, self-resurrection ability. It is very similar to having a Warlock Soulstone buff; as with these, Shamans should be very careful about the spots where they die. Sometimes Reincarnation is used for wipe recovery, but many Shaman (especially healers) use it to continue a fight after dying, much like a Druid battle res. Reincarnation has an (as of patch 3.0)has a 30 minute cooldown. Mats are needed for this unless you equip a glyph.
  • Elemental Totems produce a Guardian Elemental, which will assist a Shaman. The Earth Elemental has high threat and health, but does not do much damage. The Fire Elemental has AoE and Fire Shield abilities. Elementals will leash to their totems. They last for 2 minutes, and have a 20 minute cooldown. You can only have one Elemental active at a time. Elementals *can* be healed -- an Earth Elemental can be a highly effective off-tank for multiple adds if it is healed.
  • Bloodlust/Heroism is an ability learned at level 70, which grants a 40 second buff which increases melee, ranged and spell haste. It also increases unit size.
  • Chain Heal is a healing ability which heals 3 different targets (four if you have Glyph of Chain Heal equipped), which makes this a unique spell amongst all healing classes. In instances or boss fights with a lot of AoE damage, this spell is vastly superior to other healing spells.

edit PvE tactics

Solo PvE tactics

When soloing, totems that affect your group will, naturally, not be as cost-effective. Often, you will want to reserve mana for Lesser Healing Waves, so might not drop totems as often. However, if you can position yourself right, within reach of multiple mobs but not within their aggro range, you can put down totems and pull each to your spot.

You will almost always be more than a match for a single mob of equal, or even slightly higher, level. If you find yourself fighting more than one mob, a Stoneclaw Totem can provide the time you need to finish off one before the other destroys the totem. When fighting multiple opponents, it will be worth throwing in some extra damage spells. Nature's Swiftness comes in handy if you find yourself hurting while in these situations.

Group PvE tactics

The Shaman can play many roles in a group, including melee, caster, and healer. They are not as strong as a specialist at any of these, but they can quickly shift gears if needed.

General Advice

  • Stoneskin Totem is useful sometimes. If you are being attacked by multiple lower level mobs it can put a nice sized dent in their damage.
  • Strength of Earth Totem is helpful to all classes dealing melee DPS.
  • Disrupting enemy casters with Wind Shear helps deal with healers and ranged casters.
  • Windfury Totem dramatically increases the attack speed of melee party and raid members. If your group is caster-based, use Wrath of Air Totem to increase spell haste of party and raid members by 5% - particularly useful if you yourself are playing a caster/healer role.
  • Flametongue Totem is used to increase the spell power of party and raid members. It's value increases with level. If Elemental or Restoration spec, It is a viable option to use Flametongue Totem in combination with Wrath of Air Totem to boost both spell power and spell haste for the party or raid.
  • Searing Totem is extremely mana-efficient if it has a target available for it's entire duration, and so should be used when possible on long fights that do not involve CC.
  • Quick casts of Cure Disease and Cure Poison can cancel enemy DoT attacks - you can also use Poison Cleansing Totem and Disease Cleansing Totem for large groups or repeated poisoning/diseasing. The totems cost a similar amount of mana to use, but costs climb if by dropping them you are replacing another Water totem.
  • Frost Shock and Earthbind Totem can slow down enemy adds or prevent fleeing mobs from gathering reinforcements.
  • Grounding Totem and Tremor Totem are situationally useful -- against casters, grounding totem is useful for its cost; it can also absorb Curses and other non-damaging Debuffs. Tremor Totem wakes Sleep and counters Fear, although the latter function is hampered by the slow pulse rate of the totem.
  • Healing Stream Totem and Mana Spring Totem add a good curve to your total heals if you use them correctly. +heal effects do come into play with Healing Stream, making it a very effective (and efficient) group HoT.
  • Fire and Earth Elemental totems are excellent ways to recover from a sloppy pull - Earth Elemental will instantly draw the threat of any adds and Fire Elemental will gladly nuke away at them.

If there is no viable Warrior, Paladin, or Druid tank, then a Shaman can tank 5 man regular instances up to and including level 70. It requires the building of a set of stamina/armor/defense gear, and a properly geared shaman should have at least 11k health and 10k armor before suggesting this to a group.

Raid PvE tactics

  • your primary goal in a raid is the buff group members with your totems. It is important to know what all your totems do and how they work.
  • All three talent trees have some for of short term buff that can also help you group.

Melee DPS Buffs

Caster DPS Buffs

Resto raiding

Shaman Healers are great single target healers and Raid healers. Most raid leaders will ask a shaman healer to raid heal because of Chain Heal and Healing Stream Totem.

Tank Healing
Raid Healing
Stats

Resto Shamans want to stack the fallowing stats in this order of importance.

General Healing tips
  • Buff your weapon with Earthliving Weapon
  • Use Riptide just before the tank runs in
  • Track short term buff to get the most out of your healing spells
Raiding talents

Some important talents include:

Healing Glyphs

Enhancement Raiding

Enhancement raiders bring the strongest buffs of any class/spec to a physical damage group and are often undervalued until one is seen in action. In most fights the Enhancement raider will function exactly like a Rogue with the exception that he buffs the party and has useful utility totems such as tremor totem, grounding totem, and resist totems (which allow him to replace the holy Paladin in the main tank's group). Also the ability of a shaman to drop multiple resist totems is an invaluable asset in some fights. There are a few fights that are extremely melee unfriendly or simply require an immense amount of healing. This is where it becomes even more beneficial to have an enhancement shaman over say a 2nd Rogue as he can put on healing gear and not only become another healer but reduce the number of people in melee range without become dead weight to the party.

Raiding gear

This hit rating analysis is inaccurate to the point of uselessness and should be reevaluated.

Hit rating* AP Crit HP Mana
Bare Minimum 130 900 18% 6.2k 5.9k
Acceptable 170 1.1k 20% 6.8k 6.2k
Target Numbers 190 1.3k 23% 7.4k 6.5k

Hit ratings stated assume +9% hit from talents (notice that we need significantly more +hit than Rogues and Warriors due to different game mechanics) all stats stated in table above are unbuffed.

  • Bare minimum: are stats that are the absolute minimum in any one area you can have and expect to raid. If you fall below in any category you will be pretty much dead weight.
  • Acceptable: these numbers are easily achievable with blue gear and will bring you to an average/good contribution to the party.
  • Target Numbers: These numbers will give you top performance and if you hit one of them you are better off investing in another lacking stat in the future as you will see a greater overall increase to your raid contribution.

It should be noted that the amount of hit rating required to be effective in a raid setting is a hotly debated subject. An excellent guide to all things enhancement shaman, including required hit rating, can be found at [1].

To summarize the Elitist Jerks article, hit rating is less important than attack power and crit rating because AP and crit effect all of the shaman's damage, while hit rating only effects regular "white" damage. This is due to the fact that a shaman's "yellow" damage (WF procs and stormstrike) are already hit capped by the +9% hit received from talents. Auto-attack damage generally accounts for 40-50% of a shaman's damage output, so increasing hit rating WILL increase the total amount of damage dealt, but stacking hit rating at a loss to AP and crit is ill advised. Generally a shaman will get all the hit rating he or she needs by choosing items that have high AP/crit.

It should also be noted that enhancement shamans who want to contribute steady and reliable DPS to the raid should stick to dual wield instead of 2H, which is more suited for PvP.

Raiding talents

The Enhancement tree is a fairly straightforward path but here are some of the essential talents for raiding.

Elemental Raiding

Elemental raiders will find themselves in a similar situation as most casters with the exception that they also need to buff the party. Elemental/resto gives a little more off-healing ability than Enhancement/resto due to gear compatibility between elemental and resto. Elemental shamans can expect to spend most of their time doing damage and buffing the party but should not be afraid to throw the odd heal out mid fight.

Raiding gear

Due to the Elemental Focus talent (your next 2 damaging spell's mana costs are reduced by 40%, after you crit with a damage spell), spell crit has become a very important stat for elemental raiders. Elemental raiders should shoot for close to 30% crit (with talents) then start focusing on spell damage and finally intellect and stamina. Make sure you are critting for at least 4.5k with your lighting bolt before you start to invest heavily in crit however.

Stat progression:

  • 1) Get your crit rating with your Lightning Bolt to 20% (5% from Call of Thunder, and possibly another 5% from Thundering Strikes in the enhancement talent tree).
  • 2) Get enough spell damage to crit for 4.5k damage on a lightning bolt.
  • 3) Get up to 27% crit with Lightning Bolt.
  • 4) Work on increasing your spell damage and crit equally until you hit about 30% Lighting Bolt crit rating.
  • 5) Focus solely on + spell damage.

See also: Shaman Elemental Equipment

Raiding talents

These talents are very important/useful for raid situations

edit PvP Tactics

Solo PvP tactics

One good trick involves some quick mouse work. When trying to escape an opponent, autorun away from them. Then, jump, quickly rotate around in the air, Frost Shock, and rotate back before you land. This allows you to snare your opponent with no loss in forward momentum.

A good way to open a fight is to cast a Lightning Bolt, then a Chain Lightning, and then a shock. This will provide high burst DPS as the slow moving Lightning Bolt will hit close to the Chain Lightning and the shock or damage other nearby enemies.

Enhancement Dual Wielding can destroy cloth very quickly. A good tactic is to drop a Strength of Earth Totem and a GoA totem. Frost shock if you want to chase enemies and get massive crits from behind, Wind Shear to interrupt casting, Flame Shock to stop Rogues stealthing.

Group PvP tactics

(personal opinion) Here's what I think a Shaman's role in group PvP is:

1. Kill enemies. 2. Heal/save allies if you can, but don't disregard rule #1. It's generally pretty simple to snare a Rogue that's chasing after a caster, or to Wind Shear a Mage while he is casting a spell at an ally.

Enhancement shamans are great against casters (Mages, Warlocks, Priests, non-Feral Druids) and we should chop them up as quickly as possible. Wind Shears are a killer here, but in group PvP you can't spam it due to its high mana cost. Grounding totem and lightning shield are awesome against these classes as they continue to work even after you have been feared/sheeped. Typically the best strategy against a Rogue, which is easily our biggest enemy for enhancement shamans, is to not fight them. If you get jumped, bail out. Shock and Ghost wolf. An even geared Rogue will destroy an even geared enhancement shaman. This might change with all the stamina gear from BC. Once the Rogue can no longer stunlock you, you can easily out DPS the Rogue. Unfortunately, a good Rogue can get you down to at least 40% before cheap shot and kidney shot wear off.

Elemental shamans are extremely useful against melee resistant (Warriors, Paladins, Rogues, Bear Druids) characters due to the extremely high burst DPS and because others will have difficulties against them. If they try to melee you, frost shock, earthbind, and/or warstomp and run. Your best damage is lightning bolts and you can't really throw them while you're being hit in melee. In mass melee, when you run hopefully the aggressor will switch to a closer target which will allow you to turn and devastate with your bolts. In 1v1 combat, your shocks and lightning shield should be more than enough to take them down with the exception of Paladins and Druids; who will require you to speed DPS/focus fire in order to beat their healing/shield abilities. Rogues are actually a lot easier for elemental shamans. Lightning shield and magma totem (or even searing totem) can give Rogues a ton of problems due to the ability to DPS the Rogue even while stunlocked.

Frost Shock can be extremely effective psychologically against your opponent. An opponent running at 50% movement speed and being kited is going to have only one thing on their mind: Get to you, and kill you. An average opponent at this point will not be fighting nearly as well as usual, and will make mistake after mistake. Equally, using a slow weapon against a Rogue, keeping them frost shocked and only getting near enough to them to swing as your weapon becomes ready will drastically reduce their DPS. The only catch to this is dagger Rogues, who have numerous abilities to stop you in your tracks. It is best to entirely kite them using repeated frost shocks until they are at least half health. Finally, Frost Shock is the only shock to use against a hunter. Given the chance to Wing Clip you and run, they will do so immediately, and a Shaman will generally fare poorly against a Hunters ranged DPS.

Raid PvP tactics

In each battleground, a Shaman can do a lot. If your group stays close to each other, totems will be an advantage. You can choose to spend your time beating face with whatever weapon you have, or you can take on a support role. Keep your mana pool in mind -- with all of the totem dropping + shocking + healing that you can do, odds are you're out of mana before you're out of health unless multiple people are beating on you...if you're out of mana, dying in Battlegrounds will bring you back with nearly full mana in under 30 seconds. Overall, a Shaman can be really helpful everywhere you want to be.

About Shocks in Battleground PvP

Flame Shock - any class with stealth abilities

Frost Shock - any situation where you need to slow someone

Wind Shear - interruption of casters

Warsong Gulch

A Shaman makes an adequate flag runner, especially when you have 2 points in Improved Ghost Wolf but Druids are better. Remember that Ghost Wolf is a dispellable magic effect -- it can be removed from you, then you're left carrying the flag without being fast. You can't shapeshift out of restraint effects like a Druid can, so you are easily rooted or slowed.

Since Patch 1.10, you can rely on your trinkets while in Ghost Wolf form. This gives you more tools to use while carrying the flag, such as

If you're engaged in melee combat while carrying the flag, don't forget to put on your shield for some extra damage reduction.

You can support your team's runner by dropping Earthbind Totems and healing. You don't have to worry about aggro from PvE mobs, so dropping your Searing Totem can be extra DPS. Magma Totem will break Rogue or Druid stealth usually before they can get to you. Tremor Totem can interrupt fear effects, and using Purge on Priests or other cloth mobs will remove their self buffs -- dropping someone by 54-70 stamina points has a noticeable, immediate impact on their survivability.

Arathi Basin

Always drop Tremor Totem when defending a node - it does not help against Rogue stuns but it will help with fear and charm effects from Priests and Warlocks. To help against sap, stay in Ghost Wolf form. In this form, you are considered a Beast and as such are immune. You will be vulnerable to Druid sleep and Hunter fear effects, but Tremor Totem will help defend against this.

Arathi Basin means small groups of people fighting in one place - your totems can make a serious difference. Now that most totems have raidwide effects, it doesn't matter if the people defending with you are in the same group or not.

The oft-forgotten Far Sight spell can be used to great effect, particularly from the Lumber mill, to help direct traffic. If you have 2-3 people defending you at that node, you can spy down to the Stables, Blacksmith, and Farm for any incoming groups or to check on the progress of your attack. Sentry Totem can also be useful, especially at Blacksmith, Farm and Mine, where you can hide in buildings.

A nice little trick for elemental shamans, is to just sit by the flag at the Lumber mill. When Horde/Alliance comes to take it from you, just use Thunderstorm to send them flying off of the ledge. This usually kills them unless you aren't placed right. Make sure that they are by the ledge and you are away from the ledge, and the Lumber mill will be yours for the whole round.

Alterac Valley

AV can be difficult for Shaman, because it's often a ranged zerg-fest. An Elemental Shaman can hang back and cast Chain Lightning and Lightning Bolt into big fights, but Enhancement Shaman are susceptible to AOE attacks, as well as melee assaults. Tab-selecting opponents to cast Purge can be very effective, especially effective against Paladins, and anyone relying on Power Word: Fortitude or Arcane Intellect.

For direct damage kills, a Shaman with Nature's Swiftness can cast a normal Chain Lightning, pop NS, and then follow with an instant Lightning Bolt. This can be of great use in AV because you're almost guaranteed three targets for each Chain Lightning. Using a Shock spell will often finish off your target, should it be in range.

If you're hanging out of the fight to heal, using Chain Heal on the melee is very mana efficient. With three targets, it's the most effective heal in the Shaman arsenal, and everyone in the big fight below will appreciate every little bit of healing you can add to the mix.

Shaman do have one trick up their sleeve specific to AV - the notorious archers in each tower have huge range and decent DPS - they need to be killed to make progress into the Enemy camp. A Shaman can kill them at their maximum range using Windwall Totem, Healing Stream Totem and Lightning Shield. Continuously refresh Lightning Shield while healing yourself. Those archers have something like 4000 hp and will die quickly from Lightning Shield. This is possibly the only real use for Windwall Totem in the game.

Further, if as a Draenei shaman, you are grouped with the main tank during the Captain Galvangar fight, dropping a Tremor Totem can be invaluable, as he intermittently casts Intimidating Shout during the battle. Preventing the main tank from losing Galvangar's focus will save the lives of his/her healers and the higher DPS players in the room. This is especially crucial as Galvangar is usually engaged while the Enemy has no local graveyards captured, usually sending dead players all the way back to Stormpike.

A fun trick for Elemental shamans who are defending/attacking DB is to use Thunderstorm on the bridge, this will knock the attacking horde/defending alliance off the bridge, usually killing them and getting you tons of kills.



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General Shaman Macros

Anti-Spell Combo

This combo takes advantage of the fact that Wind Shear is not only on a different cooldown to Shocks, but also circumvents global cooldown. Using this macro will both interrupt the target's casting, and cast Purge on them.

/stopcasting
/cast Wind Shear
/cast Purge

One Button Weapon Enchants

Shamans use a lot of action bar space for all of their self-enchants. This macro combines all four weapon enchants into a single button that heaves thus when you click it:

  1. No Modifier: Windfury Weapon
  2. Alt: Rockbiter Weapon
  3. Ctrl: Flametongue Weapon
  4. Shift: Frostbrand Weapon
#showtooltip
/use [nomod] Windfury Weapon; [mod:alt] Rockbiter Weapon; [mod:ctrl] Flametongue Weapon; [mod:shift] Frostbrand Weapon

Naturally, spells can be changed around depending on what enchant you like to use. To conserve space in the macro, you don't need the Windfury option until level 30, and at that point you will want to remove Rockbiter from the macro.

One Button Harm or Heal

This simple macro combines a damage-dealing spell with a healing spell. It will never give you an error message from casting a spell on the wrong target, it saves space on your action bar, and gives you access to two spells at once.

/cast [harm] Lightning Bolt; [help] Healing Wave

You can pair damage dealing spells with healing spells however you want. I prefer to match similar spells together to make it easier to use. This example pairs Lightning Bolt with Healing Wave due to their similar cast times. Another example would be Chain Lightning and Chain Heal which share similar cast times, cooldown, and impact multiple targets.

Depending on your spec and role in a party or raid, you may want the macro to display a tooltip. For example, a healer may want to check how much healing his spell does. You can add the showtooltip command to display the healing spell during a mouseover, like this:

#showtooltip Healing Wave
/cast [harm, nodead] Lightning Bolt; [help, nodead] [@player] Healing Wave

You could remover the Healing Wave from the #showtooltip and the tooltip would change depending on your target, if you have the icon set to the ? then the icon will change to match the tooltip.

To advance this extremely helpful macro even further:

#showtooltip
/cast [mod:alt, @player] Healing Wave; [help, nodead] Healing Wave; [harm, nodead] Lightning Bolt; [@player] Healing Wave

Holding the ALT key (standard for self-casting) will make you cast a heal on yourself. When targeting a friendly target, you will cast a heal. When targeting a harmful target, you will cast a harmful spell, and finally, if you are targeting nothing, you will heal yourself.

By default, the icon will change depending on who you're targeting unless you specify which tooltip you would like to show. In this macro, you will always see Lesser Healing Wave unless you're targeting a harmful target.

This macro could be further expanded to:

#showtooltip
/cast [nocombat, dead, help] Ancestral Spirit; [mod:alt, @player] [help, nodead] Healing Wave; [harm, nodead] Lightning Bolt; [@player] Healing Wave

This will now resurect a dead friendly target if you are out of combat, if you are in combat or the target is alive or not friendly, the macro will move on to casting the appropriate spell depending on the target.

One Button Fire totem and Nova

To put a fire totem* and are use a nova on it afterwards unsing only one button, you can use any of these options:

Option 1: Use the macro holding a specific key (in this case shift**) to set the totem, and continue clicking it (withouth the shift key) to make it explode as many times as you want (or as long as the totem lasts).

#showtooltip Fire Nova(Rank 7)
/cast [modifier:shift] Magma Totem(Rank 5), Fire Nova(Rank 7)


Option 2: Set the totem the first time you use the macro and nova the next times. With this option you don´t need to use the modifier key at all but has been added at the end of the macro in order to allow to place another totem while in combat (in case you need to move it or the old one runs out).

#showtooltip Fire Nova(Rank 7)
/castsequence reset=combat/20 Magma Totem(Rank 5), Fire Nova(Rank 7)
/cast [modifier:shift]Magma Totem(Rank 5)


* Of course, feel free to change the "Magma Totem" with your prefered fire totem!

** Using a key (ctrl, shift, alt..) is easier if you have added the macro to a key binding, however if you normally use the mouse to click the macro, you can also use the option [button:2] instead. In this case you would put the totem when you left-click the macro, and nova when you right-click it.

Mount Or Wolf

This macro will put you on your mount if you're out of combat, and shift you into Ghost Wolf when in combat. You can also right-click on the macro to put yourself in Ghost Wolf form without being necessarily in combat.

#showtooltip
/stopcasting
/cast [stance][combat,nomounted][button:2] Ghost Wolf;Mount Name
/dismount [mounted]


Of course, you can also add the flyable option, to choose your flying mount in case it is possible to use it. This way you have only one button to any of the travelling options:

#showtooltip 
/cast [combat,nomounted][modifier:shift] Ghost Wolf;[flyable] Swift Red Wind Rider; Black War Raptor
/dismount [mounted]

Reincarnation

If you would like to keep track of your Reincarnation cooldown and how many Ankhs you have left you can use this:

#showtooltip Reincarnation

edit Elemental Macros

Shock Cycling

This macro is designed to economise bar space. Use this if you find you open with Flame Shock, and use Earth Shock as a follow-up before Flame Shock's DoT has passed.

#Showtooltip
/castsequence reset=combat/target/12 Flame Shock, Earth Shock
/startattack [harm]

The macro will cast Flame Shock on the target, then start you fighting the target. When your next shock is available, the macro will cast Earth Shock, unless Flame Shock's DoT has completed. The macro will also reset if you drop out of combat, or change targets. Note that as you advance, and the cooldown on your Shocks becomes low enough thanks to Reverberation and Glyphs, you can add a third shock into the sequence.

edit Enhancement Macros

Failsafe Autoattacking

Many enhancement shamans use Stormstrike as an opening move, but if Stormstrike is on cooldown, the shaman may find themselves standing around dumbly without attacking. This macro uses /startattack to fix that.

#showtooltip
/cast Stormstrike
/startattack [harm]

Shamans who use a shock spell as an opening move may also find this macro useful, as spells do not activate autoattack.

Shamanistic Rage and Trinket

This macro is designed for those situations when you're surprised and need a burst - both offensive and defensive - to get back into the fight. This requires an at-use Attack Power boosting trinket.

/use (trinket that you have equipped) ex. Platinum Disks of Battle
/cast Shamanistic Rage

Tauren characters have an additional option in that their warstomp racial ability doesn't trigger global cooldown. This means they can add it to the macro - though, because it is channeled slightly, it needs to be put last.

/use (trinket that you have equipped) ex. Platinum Disks of Battle
/cast Shamanistic Rage
/cast Warstomp

Note that Blood Fury can also be used instead of Warstomp, or Blessing of the Naaru.

Easy Shields

This macro allows you to pick your shield using modifiers. Hold shift to cast Water Shield, or use it without holding additional keys for Lightning Shield. Makes shield management a bit easier and saves space on the action bar.

/cast [nomodifier] Lightning Shield; [modifier:shift] Water Shield;

If you use the Looking for Dungeon tool while questing this could be useful.

#showtooltip
/cast [group:party/raid] [mod:shift] Water Sheild; [] Lightning Sheild;

Enhancement Rebuff Both Weapons

If you want a combined macro to rebuff both weapons then use:

#showtooltip 
/castsequence reset=5 Windfury Weapon, Flametongue Weapon;
/castsequence reset=5 16, 17;

However that requires you to rebuff in quick succession and will fail if the main hand is buffed but the off hand isn't. If you prefer a safer option then go with two macros :

#showtooltip 
/cast Windfury Weapon
/use 16

for main hand and

#showtooltip 
/cast Flametongue Weapon
/use 17

for off-hand.



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