WoW Muchamiel

WOW FOREVER · CLASS GUIDE

Shaman

Updated November 11, 2026

Overview

The Shaman is a mail-wearing hybrid that hits, heals and supports the group with totems. In Forever it is no longer Horde-only: the Dwarf can be a Shaman on the Alliance side, and the Horde gains the Windshaper Skyborne. Totems last 5 minutes, go down four at a time with a single spell, and Totemic Call brings them back to your side. With the November 2 notes its lightning hits a lot harder and Lava Burst is gone. It suits players who want to do a bit of everything and don't mind managing mana.

Strengths

  • Three real roles: melee damage, ranged damage and healer.
  • Totems that buff the whole group (strength, agility, Windfury, mana, healing) and now last 5 minutes.
  • Plenty of utility: Earth Shock interrupts, Purge strips magic buffs, Tremor Totem cancels fears and Grounding Totem eats a spell.
  • Heals itself between fights and has Reincarnation to get back up after dying.
  • Instant, indoor Ghost Wolf with the Improved Ghost Wolf talent (on row 4 of Enhancement since November 2): very handy until you get a mount.

Weaknesses

  • No hard crowd control: no stuns, fears or sheep (only slows and, with a talent, a root from Earthbind Totem).
  • Very mana-hungry; long fights or spamming totems drain you fast.
  • Lots of cast-time spells: you stand still and cast more than most classes.
  • Cannot dual wield, and cannot use swords or polearms.
  • The totem quests (especially Water) are long and required to use each element.

The specs

EnhancementMelee DPS · Leveling, solo play and pressure PvP
Two-hander, Windfury Weapon and Stormstrike (since November 10, 100% weapon damage every 8 sec). In Forever it turns Intellect into attack power (Mental Dexterity, up to 100% since November 10) and stacks Maelstrom Weapon, which since November 10 procs 6 to 10 times per minute depending on rank and weapon speed, for an instant, free Lightning Bolt. Flurry goes up to 30%, and its capstone, Rage of the Farseer, adds another 30% attack speed.
ElementalRanged DPS · Groups, raids and ranged PvP
Lightning caster. Since November 2 Lava Burst is gone: Call of Thunder takes its place (+5% crit on Lightning Bolt and Chain Lightning), Lightning Overload copies up to 30% of your bolts, and Elemental Mastery is now called Lightning Mastery (faster Lightning Bolt and no Chain Lightning cooldown for 15 sec). Heavy on mana early on.
RestorationHealer · Dungeons and raids
Group healer built on Chain Heal and totems. It gains Water Shield for mana and Riptide as its capstone: since November 2 it is a heal over time only (no upfront heal), costs about 40% less mana, has a 12 sec cooldown and makes Chain Heal 25% stronger on that target. Slow for solo leveling.

Recommended races

Orc (Horde)Blood Fury adds 10% attack and spell power, Savage gives 1% crit and Hardiness shortens stuns. Good for everything and the safest PvP pick.
Troll (Horde)Berserking adds 10% attack and casting speed; Regeneration and Rapid Regeneration help you chain pulls while leveling.
Tauren (Horde)War Stomp stuns several enemies (the only stun you will get) and Endurance gives 2% more critical damage and healing.
Windshaper Skyborne (Horde)New race: Wind Blessed gives 3% haste and Elemental Insight 5% damage against elementals. Starts on Zephras Isle and needs the Heroic pack or higher.
Dwarf (Alliance)The only Alliance Shaman option. Stoneform clears poisons, diseases and bleeds and reduces physical damage; per Blizzard's notes, Earth Fury adds 2% critical damage and healing.

Leveling 1-60

Leveling spec: Enhancement

Every guide agrees: Enhancement is the fastest and most comfortable way to level. You hit with a two-hander, heal between fights and barely stop to drink thanks to Shamanistic Focus. Use Rockbiter Weapon until 30; from 30 on, Windfury Weapon on the slowest weapon you can find. This order ends at 18/33/0 at 60, like the most planned build on the Forever calculator, but we reordered it after the November 2 notes: Improved Ghost Wolf moved down to row 4 and can no longer be taken before 25. With Legacy points (the Talented perk) you reach each talent a few levels earlier.

Talents, point by point

10-145/5 Thundering Strikes
5% crit on everything: you feel it from the first swing.
15-193/3 Mental Dexterity, 2/5 Ancestral Knowledge
Mental Dexterity turns 150% of your Intellect into attack power (since November 2), and Ancestral Knowledge gives you more Intellect. Improved Ghost Wolf is no longer here: it is now on row 4.
20-233/3 Elemental Weapons, 1/1 Shamanistic Focus
More Rockbiter and Windfury damage, and Shocks and Lightning Shield 45% cheaper.
24-253/5 Ancestral Knowledge, 1/1 Stormstrike
The level 24 point opens row 4 (and it is more Intellect, which is attack power for you); at 25, Stormstrike: 100% weapon damage every 8 sec (since November 10).
26-272/2 Improved Ghost Wolf
Instant, indoor Ghost Wolf until you get your mount at 40. The November 2 notes put it on row 4 but don't say which slot or whether it needs another talent: check it in game.
28-325/5 Flurry
After every crit your swings get up to 30% faster. Pairs with Windfury Weapon at 30.
33-342/2 Mental Quickness
More spell power for your heals and Shocks.
35-395/5 Maelstrom Weapon
Melee hits can add a stack (since November 10, 6 to 10 times per minute depending on rank and weapon speed); at 5 stacks, an instant, free Lightning Bolt.
40-421/1 Rage of the Farseer, 2/2 Improved Stormstrike
Rage of the Farseer for hard fights, and mana regen while casting after each Stormstrike. Spirit Weapons is left out to make room for Improved Ghost Wolf.
43-525/5 Concussion, 5/5 Reverberation
Now in Elemental: more Lightning Bolt and Earth Shock damage, and shorter Shock cooldowns.
53-603/3 Call of Flame, 3/3 Elemental Alacrity, 2/2 Trial by Fire
More Flame Shock, Searing Totem and Fire Nova damage, and faster bolts.

Leveling as Ranged DPS · Elemental (38/13/0)

For players who'd rather throw lightning from range than fight in melee. It deals big burst damage but burns mana fast: rest between fights and let the tank build threat in dungeons.

10-145/5 Concussion
Lightning Bolt, Chain Lightning and Earth Shock deal more damage.
15-193/3 Elemental Alacrity, 2/5 Convection
Bolts half a second faster and cheaper damage spells.
201/1 Elemental Focus
Sometimes your next spell costs much less mana. A big mana saver.
21-245/5 Convection, 1/3 Elemental Warding
You finish the mana savings. The Elemental Warding point opens row 4.
25-293/3 Eye of the Storm, 3/3 Elemental Warding
Your bolts barely get pushed back when you're hit, and you take less Fire, Frost and Nature damage.
301/1 Call of Thunder
Replaces Lava Burst, removed on November 2: +5% crit on Lightning Bolt and Chain Lightning. The notes don't say whether it keeps the same row 5 slot: check it in game.
31-343/3 Lightning Overload, 1/1 Earthbound
Since November 2, up to 30% of your bolts cast twice for free. Earthbind Totem roots enemies when placed: great for escaping.
35-395/5 Elemental Fury
Your spell crits get double the bonus. The biggest damage jump in the tree.
401/1 Lightning Mastery
Formerly Elemental Mastery. Faster Lightning Bolt and no Chain Lightning cooldown for a while. Use it on bosses or big pulls. It used to require Lava Burst; we assume it now requires Call of Thunder (unconfirmed).
41-475/5 Reverberation, 2/2 Elemental Reach
Shorter Shock cooldowns and more range on your bolts: you hit from farther away and start sooner. Elemental Reach no longer shortens Totemic Call's cooldown.
48-525/5 Thundering Strikes (Enhancement)
5% more crit with everything, feeding Elemental Fury and Lightning Overload.
53-575/5 Ancestral Knowledge (Enhancement)
10% more Intellect: more mana and more spell crit.
58-601/1 Shamanistic Focus (Enhancement), 2/2 Guardian Totems (Enhancement)
Much cheaper Shocks, a stronger Stoneskin Totem and Grounding Totem sooner. Improved Ghost Wolf no longer fits: since November 2 it is on row 4 and needs 15 points in Enhancement. You end at 38/13/0.

Leveling as Healer · Restoration (0/10/41)

For players who want to heal dungeons from the start. Solo kills are slow, so it pays off if you run lots of dungeons, level with a friend or want to hit 60 ready to heal.

10-145/5 Improved Healing Wave
Healing Wave casts half a second faster. Your main heal lands sooner.
15-193/3 Mindfulness, 2/5 Totemic Focus
Half your mana regen keeps going while casting, and totems cost less.
201/1 Water Shield
Water orbs that return mana when you're hit or land crits. Keep it up at all times.
21-243/3 Ancestral Healing, 3/5 Totemic Focus
After a healing crit, the target gains armor. With 15 points you open row 4.
251/1 Mana Tide Totem
Restores mana to the whole group for 12 seconds. Drop it mid-way through a long boss.
26-305/5 Tidal Mastery
5% more healing crit: more Ancestral Healing and more mana from Water Shield.
31-341/1 Nature's Swiftness, 3/3 Healing Way
Nature's Swiftness makes your next heal instant for emergencies. Healing Way: Healing Wave heals 25% more.
35-395/5 Purification
All your heals 10% stronger.
401/1 Riptide
Since November 2 it is just a heal over time (no direct heal), cheaper and on a 12 sec cooldown; it boosts Chain Heal on that target. Put it on the tank before the damage lands.
41-455/5 Restorative Totems
Mana Spring Totem gives more mana and Healing Stream Totem heals much more.
46-503/3 Healing Focus, 5/5 Totemic Focus
Your heals barely get pushed back when you're hit, and totems become much cheaper.
51-555/5 Thundering Strikes (Enhancement)
5% more crit with spells and attacks: more healing crits.
56-605/5 Ancestral Knowledge (Enhancement)
10% more Intellect: more mana to heal with. You end at 0/10/41, the most common Restoration build in the beta.

Key abilities by level

1Rockbiter Weapon
Weapon imbue that adds attack power; now lasts 60 minutes. The best one until 30.
1Lightning Bolt
Opening bolt; in Forever its higher ranks cast in 2.5 sec (3 sec in Classic). Since November 2 every rank hits harder, the high ranks most of all: the top rank by 80%.
4Earth Shock
Instant damage that also interrupts. Save it to stop heals. Since November 2 all Shocks are back to Classic damage, more than in the beta.
4Stoneskin Totem
Your first totem, from the Earth quest. Reduces physical damage taken by the group.
6Earthbind Totem
Slows nearby enemies: your best tool to escape or finish off runners.
8Lightning Shield
Orbs that damage whoever hits you. Keep it up at all times.
10Flame Shock
Instant fire damage plus a DoT. Use it on enemies that will live a while.
10Searing Totem
Fire totem (Fire quest) that shoots your target. Free damage every fight.
10Strength of Earth Totem
More strength for you and your group; now raid-wide.
12Fire Nova New
No longer a totem: an instant spell that explodes around your active Fire totem.
12Purge
Removes a magic effect from an enemy. Key against Paladins and Priests.
18Tremor Totem
Removes fear, charm and sleep from the group. A must against Warlocks and Priests.
20Ghost Wolf
Wolf form with 40% more speed, for travel until you get a mount.
20Call of the Elements New
Drops up to 4 totems saved on your Totem Bar in one 3 sec cast.
20Totemic Recall New
Recalls your totems and refunds 25% of their mana cost.
20Healing Stream Totem
Water totem (Water quest) that heals the group over time.
22Totemic Call New
Formerly Totemic Projection. Since November 2 it teleports your active totems to where you stand (no longer ground-targeted) on a 30 sec cooldown.
25Stormstrike
Talent: a strike for 100% weapon damage (since November 10; every 8 sec) that makes your next Lightning Bolt, Chain Lightning or Earth Shock deal 20% more.
26Magma Totem
Fire totem that damages everything near it. For packs.
26Mana Spring Totem
Restores mana to the group; only use it if you will stay nearby.
30Windfury Weapon
The strongest imbue on a slow two-hander.
30Call of the Ancestors New
A second saved set of 4 totems (for example, one for groups and one for solo).
30Reincarnation
Get back up after dying; needs an Ankh in your bags.
30Call of Thunder New
Elemental talent that replaces Lava Burst (removed on November 2): +5% crit on Lightning Bolt and Chain Lightning.
32Windfury Totem
Grants extra attacks to the group's melee. Does not stack with Flametongue Totem.
32Chain Lightning
A bolt that jumps to 3 targets. Since November 2 it has a 2.5 sec cast, hits the first target for about 145% of a same-rank Lightning Bolt and costs about 2.25 times the mana: save it for packs.
35Maelstrom Weapon New
Enhancement talent: at 5 stacks, your next Lightning Bolt is instant and free. Since November 10 it builds 6 to 10 times per minute depending on rank and weapon speed.
40Rage of the Farseer New
Enhancement capstone: +30% attack speed for 25 sec, every 3 minutes.
40Call of the Spirits New
A third saved set of 4 totems.
40Riptide New
Restoration capstone: since November 2 it is just a heal over time (12 sec cooldown, cheaper); boosts your Chain Heal on that target.

How to kill while leveling

  1. Before anything: Lightning Shield and your weapon imbue (Rockbiter until 30, Windfury after).
  2. Open with Lightning Bolt or walk in, and drop Searing Totem (plus Strength of Earth Totem for longer fights).
  3. Flame Shock the target if it will last; if it already has it, Earth Shock. Hold Earth Shock if the enemy casts heals.
  4. From 25: Stormstrike on cooldown, then Earth Shock or Lightning Bolt to cash in the 20%.
  5. From 35: at 5 Maelstrom Weapon stacks, instant Lightning Bolt (ideally right after Stormstrike).
  6. Several enemies: Magma Totem (26) and Fire Nova, which explodes around your Fire totem.
  7. From 40: Rage of the Farseer for hard fights or chained pulls.

Totem quests (Earth, Fire, Water and Air)

  • Each element's item (Earth Totem, Fire Totem, Water Totem, Air Totem) must be in your bags to cast that element's totems. No quest, no totems of that kind.
  • Earth, level 4 (Skyborne: level 3 on Zephras Isle). Call of Earth comes from your starting zone trainer. Dwarf: Teo Hammerstorm in Anvilmar (Dun Morogh); drink Earth Sapta at the spirit stone and defeat an earth manifestation. Reward: Earth Totem and Stoneskin Totem.
  • Fire, level 10. Call of Fire, in several parts. Dwarf: starts with Bruegs Kindleborn (Dun Morogh) and continues with Braldir Ashmantle in Loch Modan; troggs go up to level 14, so be careful or bring a friend. Reward: Fire Totem and Searing Totem. The most important one: Searing Totem and Fire Nova (12) depend on it.
  • Water, level 20. Call of Water, long and travel-heavy. Dwarf: Norric Lochthane (Loch Modan) and Hervdana Saegrund (Wetlands); water samples in Redridge and Ashenvale and the last step in Westfall. Reward: Water Totem and Healing Stream Totem. If it slows you down, do it a bit later.
  • Air, level 30. Call of Air, started by your trainer. Dwarf: reach Veyric in the Arathi Highlands. Reward: Air Totem (Grounding Totem, Windfury Totem, Grace of Air Totem…).
  • After Air comes a level 30-40 class chain (Razorfen Kraul, twisted totems for "Storm, Earth, and Fire", Alterac) that rewards a weapon for your spec: Rage of the Storm (Enhancement), Lightning's Grasp (Elemental) or Tidebringer's Claw (Restoration). The last steps are level 40: bring a group.
  • Horde (Orc, Troll, Tauren): the quests run through their starting zones and capitals as in Classic (Water from Orgrimmar or Thunder Bluff). The exact Forever steps are not published yet: follow the in-game quest.

Tips

  • Set up the Totem Bar at 20: one set for solo play (Searing + Strength of Earth) and one for groups. Call of the Elements drops them all at once.
  • Totems last 5 minutes: don't drop them if you won't use them. Totemic Recall refunds some mana and Totemic Call (every 30 sec) brings them to you for the next fight.
  • Totem twisting is gone: Grace of Air Totem now stacks with Windfury or Flametongue Totem directly.
  • Imbues last 60 minutes and, according to guides, can be combined with sharpening stones or oils.
  • Always carry an Ankh for Reincarnation and use Astral Recall (15 minute cooldown) as a second hearthstone.
  • First Aid and bandages save a lot of mana between fights.
  • In dungeons you can tank with a shield and Rockbiter: Earth Shock builds lots of threat. You have no taunt.
  • Mail unlocks at level 40; leather until then.
  • Weapons you can learn: daggers, fist weapons, one- and two-handed axes and maces, and staves. No swords, polearms or ranged weapons. Your race already knows some; the rest come from a weapon master. Each skill costs 10 silver from a capital-city weapon master and can be learned from level 1; polearms cost 1 gold and need level 20. To level as Enhancement with a slow two-hander, learn two-handed axes and maces early: that way any slow weapon you find works with Windfury Weapon.

Level faster with the 5 experience boosts (food, sleeping bag, tent, inn and Legacy).

Key levels

4Earth Shock and the Earth quest (Stoneskin Totem).
10First talent, Flame Shock and the Fire quest (Searing Totem).
12Fire Nova: small packs become doable.
20Ghost Wolf, Call of the Elements, Totemic Recall, Frost Shock and the Water quest.
25Stormstrike: the big damage jump.
30Windfury Weapon, Reincarnation, Call of the Ancestors and the Air quest.
32Windfury Totem and Chain Lightning.
39Maelstrom Weapon complete: instant, free Lightning Bolt.
40Mail, mount, dual spec, Rage of the Farseer, Chain Heal and Call of the Spirits.
60Final ranks (Lightning Bolt rank 10 comes at 56) and fast mount.

How to play

In PvP

Interrupting with Earth Shock

Interrupt (Earth Shock)

Earth Shock interrupts the cast and locks that school for 2 sec (20 yards, 6 sec cooldown). Save it for the big heal, the fear or the Polymorph, not for damage. Careful: it shares a cooldown with Frost Shock, so if you just slowed someone you have no interrupt. Watch the enemy's cast bar and, against players who fake cast, kick late, when there's no time left to cancel. If you only want the interrupt, rank 1 costs almost no mana and locks out just like the top rank.

Grounding a spell

Grounding (Grounding Totem)

Grounding Totem pulls in the next harmful spell cast on you or a nearby ally and breaks when it eats it. It has a 15 sec cooldown (13 with Guardian Totems) and does nothing against area spells. Drop it the moment you see a Polymorph, Fear, Mind Control or big Frostbolt start: the spell is wasted on the totem. Against a mage, dropping it before they open makes them waste their first spell. It's instant, so bind it to a key you can hit without thinking.

Dropping Tremor before the fear

Pre-totem (Tremor Totem)

Tremor Totem removes fear, charm and sleep from your group within 30 yards; in Forever it lasts 5 minutes. Drop it BEFORE the fear: you can't cast while feared, and the totem doesn't free you instantly, only on its next pulse. Against warlocks and priests, put it down as soon as the fight starts. Totems have 5 health and die to one hit, so don't leave it at the enemy melee's feet; put it behind you or out of their sight.

Placing and moving totems

Totem placement (Totemic Call)

In Forever you can't alternate totems of the same element to stack their effects (totem twisting): drop one per element and choose well. Totemic Call (formerly Totemic Projection; 30 sec cooldown since November 2) teleports all your active totems to where you stand: it is no longer ground-targeted. Use it to carry your totems to where the fight moved, to rescue Tremor Totem from enemy reach, or to put Earthbind Totem on a doorway or ramp: stand there yourself and cast it. Elemental Reach no longer shortens its cooldown. If you don't need everything moved, Totemic Recall (refunds some mana) and re-dropping just what you need can be cheaper.

Slowing and kiting

Kiting (Frost Shock / Earthbind)

You have no stuns: your control is slowing. Frost Shock slows by 50% for 8 sec and Earthbind Totem slows every enemy within 10 yards (15 sec cooldown; with Earthbound it also roots them for 5 sec when dropped). Drop Earthbind Totem between you and the enemy, strafe away, and once they're far enough cast Lightning Bolt or heal. With Improved Ghost Wolf, Ghost Wolf is instant and works indoors, for escaping or chasing.

Purging enemy defenses

Purge

Purge strips 2 helpful magic effects from an enemy (30 yards, 10% of base mana). Use it before your damage window on Power Word: Shield, Ice Barrier or paladin blessings like Blessing of Freedom, which lets them ignore your slows. It's cheap: if the target is stacked with buffs, cast it twice in a row before you go in.

Weaving casts between swings

Swing timer / weaving (Enhancement)

With a slow two-hander, every white swing matters. A spell with a cast time resets your swing timer; instants don't. So fire Stormstrike, your shocks and the instant Lightning Bolt from 5 stacks of Maelstrom Weapon right after a white hit, not in the middle of the swing. Your PvP burst: Stormstrike (buffs your next Lightning Bolt or Earth Shock by 20%), the instant Lightning Bolt and Rage of the Farseer, once the enemy has used their defensive cooldowns.

Healing under pressure

Juke / healing under pressure

If you're being hit, heal with Lesser Healing Wave (1.5 sec) instead of Healing Wave, and save Nature's Swiftness + Healing Wave for when you're about to die. Against a rogue or warrior, start a heal and cancel it with a step so they burn their interrupt, then cast the real one. Healing Focus (Restoration) gives you a 70% chance not to lose cast time when hit. If the attacker is a caster, break line of sight behind an obstacle before healing.

In dungeons and raids

Putting totems in the right spot

Totem placement

Totems work around where they stand, not around you. In Forever Strength of Earth, Windfury, Grace of Air and Flametongue reach the whole raid, not just your party, but players still have to be close: drop them among the melee next to the boss. Searing Totem shoots 20 yards, so place it close. If the boss moves, step to the new spot and pull your totems over with Totemic Call instead of recasting them. Mid-fight, drop them one by one: Call of the Elements has a 3 sec cast.

Interrupt rotation

Interrupt rotation

In dungeons, enemies that heal or cast nasty spells get interrupted in turns: you with Earth Shock (6 sec), the rogue with Kick, the warrior with Pummel. Agree on the order before the pull. Careful: Earth Shock causes a lot of threat, so unless you're tanking, let the tank build a lead first. If you want to slow something with less threat, Frost Shock generates less, but remember they share a cooldown.

Aiming Chain Heal

Chain Heal targeting

Chain Heal hits 3 targets and each jump heals half as much as the previous one. Cast it on the most injured player who has other injured players nearby, not on someone off on their own. Cast on a party member, it only jumps within your party. With Riptide, start on that target: a Chain Heal cast directly on them heals 25% more. Healing Wave for the tank; Lesser Healing Wave for emergencies.

Managing your mana

Mana management / five-second rule

Spirit only regenerates mana after 5 sec without spending any, and dropping totems counts as spending. Don't drop all 4 totems on mobs that will be dead in 10 sec. Water Shield (Restoration) gives back 2% of your max mana when you're hit or land a crit. After the fight, Totemic Recall refunds 25% of the mana of your active totems. Save Mana Tide Totem (12 sec, 5 min cooldown) for when the whole group is running low.

Threat and melee positioning

Threat & positioning (Enhancement)

Hit the boss from behind: frontal attacks won't reach you and your swings can't be parried. Without Rockbiter Weapon, Spirit Weapons cuts your threat by 30%; with Rockbiter Weapon it raises it by 30%, which is what you want if you end up tanking a dungeon. If a big Windfury Weapon crit puts you above the tank, ease off for a moment: you have no threat drop.

Keybinds and macros

  • Set up your totem bar with three sets: Call of the Elements for solo play, Call of the Ancestors for groups and Call of the Spirits for PvP (with Tremor or Grounding). Out of combat you drop them all in one go.
  • Put Grounding Totem, Tremor Totem, Earth Shock and Purge on keys you can hit without looking, next to your movement keys. In PvP a totem half a second late is useless.
  • A mouseover macro lets you interrupt the healer without changing target: /cast [@mouseover,harm,nodead][] Earth Shock. For heals, the same with help instead of harm.
  • Totemic Call (formerly Totemic Projection) is no longer ground-targeted: it brings your totems to where you stand. Put it on a handy key and press it as soon as you reach the new spot of the fight.
  • As Enhancement, an on-screen swing timer from an addon shows you when your white hit has just landed so you can cast right after it.

Every technique, explained for any class: Gameplay techniques

Level 60

At 60 we know which talents exist and how they work (beta client), but nobody has played Forever's level 60 content yet: raids arrive on December 9. The most planned builds on the calculator are Enhancement 18/33/0, Restoration 0/10/41 and Elemental 38/13/0. Stat priorities are a first estimate from the guides and will change once real gear is out. Since November 2 every class deals more damage and high-level enemies have more health to make up for it; Blizzard doesn't plan big tuning changes until raids open in December. The Shaman got a lot: Lava Burst removed, stronger lightning and Stormstrike, and a reworked Riptide.

Enhancement · Melee DPS

Stats
  • Hit first, until you stop missing bosses.
  • Then Strength and Intellect: with Mental Dexterity (150% of Intellect since November 2), Intellect also gives attack power, plus mana. Some guides already rank it higher.
  • Then crit (feeds Flurry) and Agility.
Rotation
  • Windfury Weapon and totems via Call of the Elements: Strength of Earth, Mana Spring, Searing and Windfury or Grace of Air.
  • Rage of the Farseer together with trinkets and racials (Blood Fury, Berserking).
  • Lightning Bolt at 5 Maelstrom Weapon stacks.
  • Stormstrike on cooldown (every 6 sec since November 2).
  • Flame Shock if it is missing; otherwise Earth Shock.
  • Fire Nova when nothing else is ready.
Consumables
  • Well Fed food and Strength or Agility elixirs (Alchemy).
  • A sharpening stone or weightstone on your weapon, which works alongside the imbue.
  • Mana potions for long fights.

Elemental · Ranged DPS

Stats
  • Spell power and spell hit at the top; guides disagree on which comes first.
  • Then haste, Intellect and crit (Elemental Fury doubles the crit bonus).
  • MP5 and Spirit if you run out of mana.
Rotation
  • Flame Shock on the target if it will last (there is no Lava Burst to use it any more, but it is still damage).
  • Lightning Mastery (formerly Elemental Mastery) together with Berserking or Blood Fury.
  • Lightning Bolt as filler: since November 2 it is your main spell, with much more damage and +5% crit from Call of Thunder.
  • Chain Lightning on several enemies (2.5 sec; no cooldown during Lightning Mastery). It is mana-hungry: on a single target, Lightning Bolt is better.
  • With Clearcasting (Elemental Focus), spend it on Chain Lightning or Earth Shock, the pricier spells.
Consumables
  • Guides point to Flask of Supreme Power and Brilliant Wizard Oil, as in Classic (unconfirmed in Forever).
  • Mana potions and Well Fed food.

Restoration · Healer

Stats
  • Healing power first.
  • Then Intellect, MP5 and Spirit (Mindfulness keeps half of it while casting).
  • Haste and crit last (crits trigger Ancestral Healing and Water Shield).
Rotation
  • Keep Water Shield up.
  • Riptide on the tank or whoever is about to take damage (since November 2 it only heals over time, on a 12 sec cooldown), then Chain Heal on that target (25% more).
  • Healing Wave for big heals and Lesser Healing Wave for emergencies.
  • Nature's Swiftness + Healing Wave when someone is about to die.
  • Mana Tide Totem when the group runs low; Tremor Totem against fears.
Consumables
  • Mana potions, mana elixirs and Well Fed food.
  • Mana oil on your weapon if Forever keeps it (to be confirmed).

Gear

There are no Forever best-in-slot lists yet: dungeon loot has been redone and raids open on December 9. Meanwhile, look for weapons from the level 30-40 class chain (Rage of the Storm, Lightning's Grasp, Tidebringer's Claw) and from dungeons. Enhancement: a slow two-hander, hit, Strength and Intellect. Elemental and Restoration: a one-hander plus shield or off-hand with spell or healing power, and Intellect. Remember you wear mail from 40.

Recommended level 60 builds

Elemental 27% · Enhancement 54% · Restoration 19%

Shaman · level 60

  1. El árbol de talentos del chamán cambió el 2 de noviembre (adiós a Lava Burst, llega Call of Thunder): las builds de la beta pueden no encajar. Mira la guía del chamán.

Nuevo en Forever: Fire Nova como hechizo (12), Call of the Elements y Totemic Recall (20), Totemic Call (22, antes Totemic Projection), Call of Thunder, Rage of the Farseer o Riptide (40, según rama). Lava Burst desaparece el 2-11.

These are the level 60 builds the community plans most with beta data (the percentage is how many players pick each tree); nobody has reached 60 in Forever yet and talents may change before launch.

PvP at level 60

  • Earth Shock interrupts and locks that school for 2 sec: save it for the key heal or fear, don't waste it on damage.
  • Purge Paladins, Priests and Mages: removing a shield or blessing turns the fight.
  • Tremor Totem against Warlocks and Priests, Grounding Totem against crowd control spells; Totemic Call (every 30 sec) brings them to your side without recasting.
  • You lack hard CC: Frost Shock and Earthbind Totem (with Earthbound, a 5 sec root) are how you gain distance.
  • Enhancement: Stormstrike + instant Maelstrom Lightning Bolt + Rage of the Farseer is your burst window; use it once the enemy has spent their defenses.
  • Instant Ghost Wolf (Improved Ghost Wolf) to chase or escape in battlegrounds.
  • In the 15v15 battleground your group totems (Windfury, Strength of Earth, Healing Stream) are worth as much as your damage: stay with your group.

Professions for this class

Leatherworking + SkinningYou wear leather until 40 and mail after: you can craft your own gear, plus camp items.
Mining + BlacksmithingSharpening stones and weightstones for your weapon, and crafted two-handers like Stormcarver (300).
EnchantingEnchant your own weapon and craft the Polished Driftwood Icon, a bound item with a bonus you can't get any other way.
Herbalism + AlchemyMana potions and elixirs: the Shaman lives on mana.

What we don't know yet

  • Talents, ranks and numbers come from the beta client and notes: they may change at launch on November 4.
  • Dwarf racial: Blizzard's notes mention Earth Fury (2% crit damage), but the client data shows Artisan's Precision (1% hit). We'll confirm it in game.
  • Exact Horde and Skyborne totem quest steps in Forever (only the Dwarf ones are published).
  • Real level 60 gear and stat priorities (raids on December 9).
  • Whether Enhancement should favor Intellect or Strength at 60, and whether Shamans can truly tank at that level.
  • The new tree from November 2 is not in the game data yet: we don't know which row 4 slot Improved Ghost Wolf takes or whether it needs another talent, nor whether Call of Thunder takes Lava Burst's slot and Lightning Mastery requires it. The leveling builds follow the notes (rows and points), but those slots need checking in game.

This guide is updated every time Blizzard publishes changes. Whatever is still missing goes in as soon as it is known, and the date at the top tells you when we last touched it.

Sources: Talents Forever (cliente de la beta, CC BY 4.0) · Notas de desarrollo de Blizzard (2 de noviembre) · Blizzard: lanzamiento de WoW Forever · Blizzard: célicos y la Isla de Zephras · Warcraft Tavern: guía de subida del chamán · Warcraft Tavern: guía del chamán · Warcraft Tavern: misiones de tótems del enano · Method: subir de nivel con chamán · Zockify: chamán de Forever · Zockify: subida del chamán · wow.gg: Restoration en la beta · WoWTBC.gg: Enhancement en Forever · Icy Veins: subir de nivel con chamán Enhancement (WoW Forever) · Mobalytics: chamán Enhancement (WoW Forever) · Icy Veins: guía de JcJ del chamán (WoW Classic Era) · Icy Veins: hechizos del chamán Enhancement, rangos de Earth Shock (WoW Classic Era) · Warcraft Tavern: guía de tótems (TBC Classic) · Icy Veins: Enhancement en JcJ (TBC Classic) · Icy Veins: rotación de Enhancement y el weaving (Wrath Classic).