This page is obsolete and is parked here for legacy sake. Ti view the better version, Go here for our Shaman Leveling guide, updated for Shadowlands and beyond.
Patch 5 (Mists of Pandaria) is live.
While this page is updated for the latest Cataclysm patches, it will not be updated further.
For the most recent updates, including into Mists of Pandaria and beyond, see our new Shaman leveling guide. That's the page that will be updated for all future patches and expansions. If you have a link to this page please change it to the new page.
Changes are coming with Mists of Pandaria and that guide will be updated appropriately.
This page will probably be left up for legacy sake.
Now we return you to your regularly scheduled guide:
Shaman leveling speeds lie at the comfortable
cross-roads between ‘I think I'll cut my wrists now . . ’ and ’85
in a couple of days.’ At one end of the spectrum, the ‘cut’ end
to be particular, we get holy priests, pre 4.0 protection warriors,
and the pre 4.0 protection paladin – at the other end we have
the candidates for ‘gods of
leveling’: rogues, death knights, retribution paladins, and hunters,
all of whom have it entirely too easy in general.
As a shaman you preserve a balance, you aren’t so easy to level
as to make it a one-and-done process, yet you don’t lag so far
as to make it to the level cap only to discover it’s
been increased by another 10 levels, once again. You can level quickly enough to be satisfying.
However, without proper talent selection and gearing, you can easily
find yourself a lot closer to those at the dreaded ‘cut’ end
as opposed to the speed demons - not a pleasant prospect at all.
In short, the Shaman takes a bit of skill to play and a lot of skill
to play well.
Is that what you want? Then
read on ...
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Restoration only if you want to stick with the dungeon leveling thing. It's a bit, ahem, slow otherwise.
Race:
Race makes little difference, so play what you like. If you have to be efficient...
Alliance: Draenei, for the hit buff
Horde: Orc, for Blood Fury; Troll, for Berserking; Tauren for War Stomp.
Pandarens will be able to become Shamen.
Professions:
Skip all crafting professions while leveling unless you have a nice pile of gold.
If you do get a craft, then Leatherworking and Blacksmithing can make mail armor.
With Inscription you can make all of your glyphs.
A lot of useful enchants (not the big ones, of course) can be had on the Auction
House for very little gold. If you have the gold then go for them. Look for the
stats mentioned above. Int and Stam are good choices.
Potions, Food, Etc:
Carry the best buffing foods you can find for your level.
Potions of mana and scrolls or potions of Agility/Int are nice to have.
Goblins as Shamen? Who'd they bribe to get that deal? Do
they buy their totems from GobMart?
Orc
Blood Fury increases melee and spell damage for a short
time
Resistance to stuns is nice for PvP and certain other
situations
Experise with Axes and Fist weapons will save a few points at the end-game,
if you use those weapons.
Tauren
War Stomp is nice to have for the melee shaman. It's
not quite so useful for bolt lobbers.
Increased Health is always nice to have, but seems largely
missing at high level.
Troll
Berserk increases casting and attack speed for a few
seconds, which is always useful.
Increased Regeneration sounds nice, but it's a very
small amount and you have heals.
Reduced Duration of Movement Impairing Effects is nice
in PvP and has its uses elsewhere.
Increased damage Vs beasts is nice for leveling and some PvE.
Goblin
Rocket Jump is a nice way to get to the fight or to
escape from it.
Haste (1% increase) is a nice little DPS increase in
all cases.
Potion Healing increase from alchemy is nice for those
situations where it's easier to click your action bar (and the
potion placed there) than to cast a spell.
For the Alliance
These two can be Shamen and Humans can't? Sheesh.
Dwarf - The dwarves have been corrupted/enhanced by new tribes,
some with a Shamanistic tradition. Naturally their totems should
be kegs, but aren't.
Stone Form washes away bleeds and such, for a few
seconds, as well as reducing damage by 10%.
Increased Expertise with Maces save a few points when
trying to maximize your end-game efficiency, if a mace is the best
weapon.
Draenei - Um, well, er...
1% increased chance to hit (this used to be a group effect,
now it's self-only.)
The heal is nice, but redundant for you.
Pandarens will be allowed to bocome Shamen. They can pick Horde or Alliance at character creation.
If your other characters are rich then go ahead and level a crafting
profession. If you're poor then you might want to stick with the gathering
professions for awhile. You can earn gold with the crafting
professions, but it takes some work and you need to keep an eye on
the Auction House. Tycoon will be a help with that.
All three gathering skills are good money makes. You get to pick two.
I suggest skinning and Herbalism.
First Aid - You have heals, so why bother? Every once in awhile
it's useful.
Cooking - You can create your own buffing foods. Cooking mats are
often, not always, dirt cheap.
Archeology - You can find BoEs, mounts, very nice weapons, and even
some BoA (Bind on Account) items.
Fishing - Kick back and goof off after a few dozen quests, dungeons,
or battlegrounds.
Mining - Breaking ore
out of rock nodes builds big muscles, so your Stam increases.
Herbalism - Pick flowers
and gain a self heal (yawn) and a haste effect (nice.)
Skinning - With the bazillions of critters in WoW it's easy to gather
many stacks of skins. Might as well take advantage. This also increases
your crit rating.
Ok, so you have enough gold:
All of the crafting professions are good for about 80 Stat points
through their self-only enchants or items. Depending on your spec that
will be either Int or Agility.
With the new Epic gems (from 4.3) you get +50 to your best stat, which
might make Blacksmithing the best profession (two extra gems slots)
if you have to squeeze our every last bit of min/mix.
You might find
the price of those gems to be a bit steep, though...
Leatherworking -
Bracer enchant adds 130 to your best stat, 80 over the next best
enchant. You'll be able to make your own mail armor, including PvP
gear at high levels.
Alchemy - get 80
more from your own buffing potions. Also get better effect from
your other potions.
Enchanting - Add
a 40 Str enchant to each of your rings.
Engineering - Besides
various nifty gadgets, the Synapse
Springs widget adds 480 to your best stat for 10 seconds,
which is awesome for burst.
Inscription - You
get some nice shoulder enchants: one adds 130 Ag, the other 130 Int.
Jewelcrafting -
You can create three gems that add 67 points each to your favorite
stat, rather then the usual 40. This gives you 81 total bonus to
that stat.
Tailoring - Cloak
enchants can add occasionally add a lot of either Int or AP
Blacksmithing -
Can add an extra gem socket to gloves and bracers. Drop the appropriate
gem into those sockets.
You pick your specialization (spec) at level 10 and then
you are locked into that spec until after level 69, when you have spent
31 talent points. Once that happens you can buy talents from the other
trees.
You also no longer get talents at every level and at 85 you will have
a total of 41 talent points. On the flip side, most all of the talents
are pretty useful. You also get special abilities, once you pick your
specialization, that are unique to your build. (All of this will change
with Mists
of Pandaria.)
Each of the class specs has unique abilities, gained at level 10,
and those for the Shaman are below.
Elemental Talents
Thunderstorm: This does damage, knocks your opponents
back, is instant, and can be used while stunned. What's not to like?
Ok, if you're dungeoning, chances are your tank hates the
knockback. It has definite PvP utility, though... ;)
Elemental Fury: increases the crit damage bonus of
your Searing and Magma totems as well as that of your fire, frost,
and nature spells.
Shamanism: Your Lightening Bolt, Lava Burst, and Chain
Lightning gain a reduced casting time and an additional benefit
from your Spellpower
Mastery: Elemental Overload - A chance for your Lightning
bolt, Chain Lightneing, or Lava Burst to cast a similar spell on the
target at 75% power with no threat and no additional cost. Stacking Mastery
Rating improives the chance of this happening.
Elemental Leveling Spec for Cataclysm
This build is intended to get to Earthquake ASAP and will come back
for other elemental talents after that point. Below is the order in
which to take the talents, feel free to change it, and you can view
the completed buiild here.
This is a DPS build which is a good leveling build, as well. Consider
moving a couple of points around if you're PvPing. Earth's
Grasp might be a good choice, for example.
Acuity -
Rank 3/3 -
Increases your critical strike chance with all spells and
attacks by 3%.
Concussion - Rank 2/3 -
(3rd point will come later. )
Increases the damage done by your Lightning Bolt, Chain
Lightning, Thunderstorm, Lava Burst and Shock spells by
6%.
Call of Flame - Rank 2/2 -
Increases the damage done by your Fire Totems and Fire Nova
by 20%, and damage done by your Lava Burst spell by 10%.
Elemental Precision - Rank 3/3 -
Increases your Fire, Frost and Nature damage by 3% and grants you
spell hit rating equal to 100% of any Spirit gained from items
or effects.
Rolling Thunder - Rank 2/2 -
When you deal damage with Lightning Bolt or Chain Lightning
while your Lightning Shield ability is active, you have a
60% chance to recover 2% of your mana and to generate an
additional Lightning Shield charge, up to a maximum of 9
charges.
Elemental Focus - Rank 1/1 -
After landing a non-periodic critical strike with a Fire,
Frost, or Nature damage spell, you enter a Clearcasting state.
The Clearcasting state reduces the mana cost of your next
2 damage or healing spells by 40%.
Elemental Reach - Rank 2/2 -
Increases the range of your Lightning Bolt, Chain Lightning,
Fire Nova, and Lava Burst spells by 10 yards, and increases
the range of your Shock spells and Searing Totem by 15 yards.
Elemental Oath - Rank 2/2 -
While Clearcasting from Elemental Focus is active, you deal
10% more spell damage. In addition, party and raid members
within 100 yards receive a 5% bonus to their critical strike
chance.
Lava Flows - Rank 3/3 -
Increases the critical strike damage bonus of your Lava Burst
spell by an additional 24% and the periodic damage of your
Flame Shock by 60%. In addition, when your Flame Shock is
dispelled you gain 90% spell haste for 6 sec.
Elemental Mastery - Rank 1/1 -
When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes
an instant cast spell. In addition, your Fire, Frost, and Nature damage is increased
by 15% and you gain 20% spell haste for 15 sec.
Fulmination - Rank 1/1 -
When you have more than 3 Lightning Shield charges active,
your Earth Shock spell will consume any surplus charges,
instantly dealing their total damage to the enemy target.
Totemic Wrath - Rank 1/1 -
This buff affects you as well, even if you're not
grouping. Causes
your Fire totems to increase the spell power of party and raid
members within 100 yards by 10%.
Concussion -
Rank 3/3 - Finishing off the earlier talent, from
#2.
Reverberation - Rank 1/2 -
Reduces the cooldown of your Shock spells by 1 sec and Wind
Shear by 10 sec.
Feedback - Rank 3/3 -
Your Lightning Bolt and Chain Lightning spells reduce the
remaining cooldown on your Elemental Mastery talent by 3
sec.
Lava Surge - Rank 2/2 -
Gives your Flame Shock periodic damage ticks a 20% chance
to reset the cooldown of your Lava Burst spell.
Reverberation - Rank 2/2 - Finishing
this off, from #14.
Earthquake - Rank 1/1 -
You cause the earth at the target location to tremble and
break, dealing physical damage every
1 sec to enemies in an 8 yard radius, with a 10% chance of
knocking down affected targets. Lasts 10 sec.
Enhancement (9 Points)
Elemental Weapons - Rank 2/2 -
Increases the passive bonuses granted by your Flametongue Weapon
and Earthliving Weapon abilities by 40%, the damage of your
extra attacks from Windfury Weapon by 40%, and the effectiveness
of the ongoing benefits of your Unleash Elements ability
by 50%.
Improved Shields - Rank 3/3 -
Increases the damage done by your Lightning Shield orbs by
15%, increases the amount of mana gained from your Water
Shield orbs by 15%, and increases the amount of healing
done by your Earth Shield orbs by 15%.
Ancestral Swiftness - Rank 2/2 -
Reduces the cast time of your Ghost Wolf spell by 2 sec and increases movement
speed by 15%. This does not stack with other movement speed increasing effects.
Totemic Reach - Rank 2/2 -
Increases the range of your totems' effects by 30%.
Glyphs:
This set of glyphs is hardly set in stone. With the 4.0 glyph
changes you can now learn all the glyphs for your class
and swap them in and out as necessary (with Vanishing
Powder.)
Grab Glyph #1 at 25, #2 at 50, #3 at 75.
Prime Glyphs
Glyph of Unleashed Lightning -
Allows Lightning Bolt to be cast while moving.
Glyph of Flame Shock -
Increases the duration of your Flame Shock by 50%.
Glyph of Lava Burst -
Your Lava Burst spell deals 10% more damage.
Major Glyphs
Glyph of Lightning Shield -
Your Lightning Shield can no longer drop below 3 charges from
dealing damage to attackers.
Glyph of Chain Lightning -
Your Chain Lightning spell now strikes 2 additional
targets, but deals 10% less initial damage.
Glyph of Stoneclaw Totem -
Your Stoneclaw Totem also places a damage absorb
shield on you, equal to 4 times the strength of the shield
it places on your totems.
Minor Glyphs
Glyph of Thunderstorm -
Increases the mana you receive from your Thunderstorm spell by 2%, but
it no longer knocks enemies back or reduces their movement
speed.
Glyph of Renewed Life -
Your Reincarnation spell no longer requires a reagent.
Glyph of Water Walking -
Your Water Walking spell no longer requires a reagent.
If you find yourself healing a lot, especially at 70+, you might
want to look into Spark of Life and Tidal Focus from
the Resto tree. You'll have to clip some points from somewhere to
get them.
If you PvP then Earth's Grasp, taken above, is more use
than Totemic Wrath. If you dungeon a lot then the reverse is true.
You're the Shaman who feels that bolt-lobbing and healing is for someone
else. You want to get up close and personal and hack things into bits,
face to face.
Your level 10 abilities are:
Lava
Lash - Charge your off-hand with Lava to do more damage
Mental
Quickness - Your AttackPower Increases your Spellpower and
reduces the mana cast of various spells
Dual
Wield - Also increases your chance to hit by 6%, which is very
nice.
Primal
Wisdom - Your melee attacks have a chance to restore some mana.
Mastery:
Enhanced Elements - increases your elemental damage.
Cataclysm Enhancement Shaman Leveling Build
This build is intended to get you into Spirit Wolves as quickly
as possible. It also assumes that you do at least some grouping (eg:
dungeons, PvP.)
Elemental Weapons - Rank 2/2
- Increases the passive bonuses granted by your Flametongue Weapon
and Earthliving Weapon abilities by 40%, the damage of your extra
attacks from Windfury Weapon by 40%, and the effectiveness of
the ongoing benefits of your Unleash Elements ability by 50%.
Focused Strikes - Rank 3/3 - Increases the damage
dealt by your Primal Strike and Stormstrike abilities by 45%.
Flurry - Rank 3/3 - Increases your attack speed by
30% for your next 3 swings after dealing a critical strike.
Elemental Devastation - Rank 2/3
When you deal critical damage with a non-periodic spell, your chance to get a
critical strike with melee attacks increases by 6% for 10 sec.
Stormstrike - Rank 1/1 - Instantly strike an enemy
with both weapons, dealing 125% weapon damage and granting
you an additional 25% chance to critically strike that enemy
with your Lightning Bolt, Chain Lightning, Lightning Shield,
and Earth Shock spells for 15 sec.
Static Shock - Rank 3/3 - When you use your Primal
Strike, Stormstrike, or Lava Lash abilities while having Lightning
Shield active, you have a 45% chance to deal damage equal to
a Lightning Shield orb without consuming a charge.
Elemental Devastation - Rank 3/3 -
When you deal critical damage with a non-periodic spell, your
chance to get a critical strike with melee attacks increases
by 9% for 10 sec.
Ancestral Swiftness - Rank 2/2 - Reduces the cast
time of your Ghost Wolf spell by 2 sec and increases movement
speed by 15%. This does not stack with other movement speed
increasing effects.
Frozen Power - Rank 2/2 - Increases the damage done
by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock
spells by 10% on targets afflicted by your Frostbrand Attack
effect, and your Frost Shock has a 100% chance to root the
target in ice for 5 sec. when used on targets at or further
than 15 yards from you.
Searing Flames - Rank 1/3 - Causes
the Searing Bolts from your Searing Totem to have a 33% chance
to set their targets aflame, dealing damage equal to the Searing
Bolt's impact damage over 15 sec. Stacks up to 5 times. If
you never group or PvP then this talent isn't as useful, however
it does allow us to get into Improved Lava Lash.
Shamanistic Rage - Rank 1/1 - Reduces all damage
taken by 30% and causes your skills, totems, and offensive
spells to consume no mana for 15 sec. This spell is usable
while stunned. Useful for those times.
Unleashed Rage - Rank 2/2 - Increases your expertise
by 8, and increases all party and raid members' attack power
by 10% while within 100 yards of the Shaman. Best for grouping,
not so useful for solo.
Searing Flames - Rank 3/3 - Causes
the Searing Bolts from your Searing Totem to have a 100% chance
to set their targets aflame, dealing damage equal to the Searing
Bolt's impact damage over 15 sec. Stacks up to 5 times. If
you never group or PvP then this talent isn't as useful, however
it does allow us to get into Improved Lava Lash.
Maelstrom Weapon - Rank 3/3 - When you deal damage
with a melee weapon, you have a chance (higher than rank 2)
to reduce the cast time and mana cost of your next Lightning
Bolt, Chain Lightning, Hex, or any healing spell by 20%. Stacks
up to 5 times. Lasts 30 sec.
Improved Lava Lash - Rank 2/2 - Increases the damage
of your Lava Lash ability by 30%, and by an additional 20%
for each of your applications of Searing Flames on the target,
consuming those applications in the process.
Feral Spirit - Rank 1/1 - Summons two Spirit Wolves
under the command of the Shaman, lasting 30 sec.
You're now level 69 and can branch out.
Improved Shields - Rank 3/3 - Increases the damage
done by your Lightning Shield orbs by 15%, increases the amount
of mana gained from your Water Shield orbs by 15%, and increases
the amount of healing done by your Earth Shield orbs by 15%.
Elemental (7 Points)
Acuity - Rank 3/3 - Increases your critical strike
chance with all spells and attacks by 3%.
Concussion - Rank 3/3 - Increases the damage done
by your Lightning Bolt, Chain Lightning, Thunderstorm, Lava
Burst and Shock spells by 6%.
Convection - Rank 1/2 - Reduces the
mana cost of your damaging offensive spells by 5%.
Suggested Glyphs
Pick the first in each set at level 25, the second at 50, the
third at 75.
Prime Glyphs
Glyph of Lava Lash - Increases the
damage dealt by your Lava Lash ability by 20%.
Glyph of Stormstrike - Increases
the critical strike chance bonus from your Stormstrike
ability by an additional 10%.
Glyph of Feral Spirit (Prime Glyph) - Your spirit
wolves gain an additional 30% of your attack power.
Major Glyphs
Glyph of Lightning Shield - Your Lightning
Shield can no longer drop below 3 charges from dealing damage
to attackers.
Glyph of Shamanistic Rage - Activating
your Shamanistic Rage ability also cleanses you of
all dispellable Magic debuffs.
Glyph of Chain Lightning (Major Glyph) - Your Chain
Lightning spell now strikes 2 additional targets, but deals
10% less initial damage.
Minor Glyphs
Glyph of Water Walking - Your Water
Walking spell no longer requires a reagent.
Glyph of Renewed Life - Your Reincarnation
spell no longer requires a reagent.
Glyph of the Arctic Wolf - Alters the
appearance of your Ghost Wolf transformation, causing it
to resemble an arctic wolf.
Yes, you can level as Restoration. Questing will be slow, though,
given that you won't be able to mow down the opposition as fast as
the other two specs. But, as you probably know, good healers are in
great demand for any sort of team.
Dungeoning - Queue for the random dungeons and you
will level as quickly as anyone. If the queues are long then you can
do quests while you wait. Quests that involve delivering something,
travelling to somewhere, etc., are good, since you don't have to kill
stuff.
Or just make sure you're a couple of levels higher than the opposition.
The advantage to being in the dungeons, besides gear and fast XP,
is that you learn the healing trade really well and will be
far more ready for raiding/PvP than otherwise. You can also try out
the various healer addons/mods and have everything thoroughly dialed
in by the time you get to 85 and heroics/raids.
PvP - Stick to a damage dealer or two and keep them
alive while they kill everything. The battlegrounds can make for very
quick XP gain if your teams win. Help them win. Healers are
always in demand in PvP.
Questing - Grab a buddy to do the quests. She kills
everything and you keep her healthy. Get a guildie to team with your
for the quests and join guild teams for the dungeons. Among other things,
the people in the guild will get to know you (is that a good thing?) and might
be more likely to invite you along for events.
A level 6+ guild also gives you a 10% bonus to all XP gained.
Keep in mind that at level 30 you can get the Dual Build ability,
for a bank crushing 10 gold, and do your dungeoning as Resto
and your Questing or PvPing as Elemental or Enhancement.
Purification -
All heals are improved and your Healing Wave spells cast a
bit faster
Meditation -
Some mana regen continues while in combat
Mastery:
Deep Healing - Increases the powere of your heals.
Cataclysm Restoration Shaman Levelling Build
(3/7/31) - here's
the final build.
This build assumes that you're a pure healer and are not
doing much damage.
Restoration (31 Points)
Tidal Focus - Rank 3/3 - Reduces the mana cost of
your healing spells by 6%.
Spark of Life - Rank 2/3 - Increases
your healing done by 4% and your healing received by 10%.
Improved Water Shield - Rank 2/2 - You have a 100%
chance to instantly gain mana as if you consumed a Water Shield
Orb when you gain a critical effect from your Healing Wave,
Greater Healing Wave, or Riptide spells, a 60% chance when
you gain a critical effect from your Healing Surge spell, and
a 30% chance when you gain a critical effect from your Chain
Heal spell.
Totemic Focus - Rank 2/2 - Reduces the mana cost
of your totems by 30% and increases their duration by 40%.
Spark of Life - Rank 3/3 - Increases
your healing done by 6% and your healing received by 15%.
Ancestral Healing - Rank 2/2 - Reduces your target's
physical damage taken by 10% for 15 sec after receiving a critical
effect from one of your healing spells.
Nature's Swiftness - Rank 1/1 - When activated, your
next Nature spell with a base casting time less than 10 sec.
becomes an instant cast spell.
Nature's Blessing - Rank 3/3 - Increases the effectiveness
of your direct heals on Earth Shielded targets by 18%.
Soothing Rains - Rank 2/2 - Increases the amount
healed by your Healing Stream Totem by 50%, and your Healing
Rain spell by 30%.
Improved Cleanse Spirit - Rank 1/1 - Empowers your
Cleanse Spirit spell to also remove a magic effect from a friendly
target.
Cleansing Waters - Rank 2/2 - Reduces the cost of
Cleanse Spirit by 40%, and when your Cleanse Spirit successfully
removes a harmful effect, you also heal the target for 2634
to 2970.
Ancestral Awakening - Rank 3/3 - When you critically
heal with a single-target direct heal, you summon an Ancestral
spirit to aid you, instantly healing the lowest percentage
health friendly party or raid target within 40 yards for 30%
of the amount healed.
Mana Tide Totem - Rank 1/1 - Summons a Mana Tide
Totem with 10% of the caster's health at the feet of the caster
for 12 sec. Party and raid members within 40 yards of the totem
gain 400% of the caster's Spirit (excluding short - duration
Spirit bonuses).
Spirit Link Totem - Rank 1/1 - Summons a Spirit Link
Totem with 5 health at the feet of the caster. The totem reduces
damage taken by all party and raid members within 10 yards
by 10%. Every 1 sec, the health of all affected players is
redistributed, such that each player ends up with the same
percentage of their maximum health. Lasts 6 sec.
Tidal Waves - Rank 3/3 - When you cast Chain Heal
or Riptide, you gain the Tidal Waves effect, which reduces
the cast time of your Healing Wave and Greater Healing Wave
spells by 30% and increases the critical effect chance of your
Healing Surge spell by 30%. 2 charges.
Blessing of the Eternals - Rank 1/2 - Grants an additional
40% chance to trigger your Earthliving heal over time effect
when you heal an ally who is below 35% of total health.
Riptide - Rank 1/1 - Heals a friendly target for
2363 and another 3725 over 15 sec. Your next Chain Heal cast
on that primary target within 15 sec will consume the healing
over time effect and increase the amount of the Chain Heal
by 25%.
Elemental (3 Points)
Acuity - Rank 3/3 - Increases your critical
strike chance with all spells and attacks by 3%.
Enhancement (7 Points)
Elemental Weapons - Rank 2/2 - Increases the passive
bonuses granted by your Flametongue Weapon and Earthliving
Weapon abilities by 40%, the damage of your extra attacks from
Windfury Weapon by 40%, and the effectiveness of the ongoing
benefits of your Unleash Elements ability by 50%.
Improved Shields - Rank 3/3 - Increases the damage
done by your Lightning Shield orbs by 15%, increases the amount
of mana gained from your Water Shield orbs by 15%, and increases
the amount of healing done by your Earth Shield orbs by 15%.
Totemic Reach - Rank 2/2 - Increases the range of
your totems' effects by 30%.
Glyphs
Level 25:
Glyph of Riptide (Prime Glyph) - Increases the duration
of Riptide by 40%.
Glyph of Healing Stream Totem (Major Glyph) - Your
Healing Stream Totem also increases the Fire, Frost, and Nature
resistance of party and raid members within
30 yards.
Glyph of Water Walking (Minor Glyph) - Your Water
Walking spell no longer requires a reagent.
Level 50:
Glyph of Water Shield (Prime Glyph) - Increases the
passive mana regeneration of your Water Shield spell by 50%.
Glyph of Healing Wave (Major Glyph) - Your Healing
Wave also heals you for 20% of the healing effect when you
heal someone else.
Glyph of Renewed Life (Minor Glyph) - Your Reincarnation
spell no longer requires a reagent.
Level 75:
Glyph of Earth Shield (Prime Glyph) - Increases the
amount healed by your Earth Shield by 20%.
Glyph of Stoneclaw Totem (Major Glyph) - Your Stoneclaw
Totem also places a damage absorb shield on you, equal to 4
times the strength of the shield it places on your totems.
Glyph of Water Breathing (Minor Glyph) - Your Water
Breathing spell no longer requires a reagent.
Notes:
If you're taking damage or throwing damage then other talents may
be more appropriate.
Ancestral Resolve reduces damage taken while casting, by
a small amount.
Focused Insight is good if you're casting enough Shocks
to make it worthwhile.
Nature's Guardian is a good talent if your tank isn't holding
aggro well and you're getting pounded in PvE.
Telluric Currents if you're casting plenty of Lightning
Bolts.
Hit/Spirit: Your Elemental Precision (EP)
talent gives you Hit
Rating equal
to the Spirit you have from gear and effects. You can't
do damage to what you can't hit.
Intelligence: Int now increases Spellpower as well as Mana
pool, so is very important.
Spell Power: If you're lobbing bolts all the time,
and you will be, then this is a good stat to get, but it only appears
on some trinkets and enchants.
Stamina: You need enough to stay alive and I recommend stacking only
Stam at low levels. Go for Spirit and Int when you aren't in danger
of dying every fight.
Strength is of no use
Agility is of no real use to you.
Stats, Enhancement
Stamina: is your health. At low level a few points
of Stam will count for a lot more than a few points of any other
stat. At mid to high level just start stacking lots of ...
Agility: Increases Attack Power with
melee weapons, increases armor, increases your critical strike rating,
and increases your dodge. This is the #1 stat to look for after you
have enough Stam to survive.
Attack power: this equals a straight
up increase in damage, so is quite helpful. Unfortunately, it only
appears on some enchants and a very few items.
Intelligence: Since you do use spells, and have
a mana pool, this is an important stat, but Agility is more important
since you're hacking all your opponents to bits, right?
Spirit is of less important since you have no talents that make use
of it.
Spell Power: If you're lobbing bolts all the time
then this is a good stat to get, otherwise most of what you will
be doing is hacking things to bits so you won't need it too much.
Crit
rating is obviously important, and a high
crit rating allows you to have a more active Flurry effect
going. Flurry counts
for quite a lot of damage and therefore is quite handy to have going
24/7.
Dual Wield: Once you have this try to get the slowest,
hardest hitting weapons you can find. Look for high DPS first, then
you most important stats next.
Stats, Restoration
1. Spirit/ Intellect - Spirit gives you more mana regen and Int
is the new Spellpower.
2. Crit
3. Haste
4. Mastery (mastery is pretty bad)
PvP
Resilience is an all important stat in high level PvP.
Stamina is a lot more important for PvP than PvE.
Here is the Shaman PvP gear list, for all PvP gear from level 18.
Enchants & Gems: Chasing down the best gems or
enchants is of little use while leveling, since you'll burn through
a lot of gold and you'll probably be leveling fast enough that you
will outgrow any enchanted/gemed gear that you're using, very quickly.
Assuming you have the gold and you want to pick them up:
Enhancement should gem and Enchant for Agility first, attack power
and crit being 2nd choices if Agility is unavailable.
El and Resto should gem for int, they should also enchant for Int,
then SpellPower, then Crit.
Ok, you're in a dungeon and you're healing/blasting/hacking stuff.
Here are some pointers.
When you are moving always be doing something, never do nothing
on a boss fight, whether it is using earth shock while moving, re
applying searing totem so you don't have to do it later, or use unleash
elements
Do not keyboard turn! Bind the A and D keys to
strafe left and right. Turn with your mouse, this
not only makes you much more effective as a raider, but allows you
to use Spiritwalker's Grace much better.
Key bind all of your abilities you use on a boss fight. If you bind
these keys as you level (and learn the new abilities) then you will
learn to use them more effectively.
Get the glyph of thunderstorm or don't use that ability on mobs the
tank is tanking, it is very annoying to tank when a shaman keeps knocking
away all the mobs that the tank is trying to position.
Be able to carry out your rotation and pay attention to
what is going on around you, if you cannot do this, get more addons
(see addon section) and practice more. If you level in the dungeons
then this will become second nature.
Use your interrupt, you have one of the best in the game,
you should use it, with healing being harder if you interrupt you are
saving the healer's mana
Use purge when you should, there are a lot of trash mobs that get
a magic buff, and it makes them hit extremely hard, you should purge
this to prevent a wipe and save your repair bill, as well as to help
out the healer (unless a mage wants to spell steal.)
Shaman 1-90
Leveling Guide
The best way to get to level to the level cap fast is to do it with
a pre-written, automated, in-game leveling guide. WoW has thousands
of quests and a few million mobs to grind and it's easy to get
lost (in terms of what to do or where to go next ) or just bored. A full-blown
guide will make your blast to the top much smoother.
Dugi's Guide is what you want: constantly showing you where to go and what to do, without ever having to leave the game to look something up:
Assuming you stay focused on leveling
(as opposed to shopping, PvP sessions, and RPing)
you should be able to hit 85, 90, or whatever (from 1) in well under 10 days,
and maybe even less. If you're brand new or have full heirlooms
and Recruit
a Friend you'll find yourself leveling even faster with
Dugi's.
Dugi's is always quickly updated for new patches and expansions (such as Mists of Pandaria) and so will never be obsolete. You can snag your copy of Dugi's
Guide here and cruise through the levels.
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