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Ele Shaman overview

Ele suits ranged DPS who want to mix hard casts with Shocks, interrupts and totem support. Cast Lightning Bolt between your setup and cooldowns, use Chain Lightning on safe cleave, and keep enough mana for Earth Shock when you own the next interrupt. Taking a utility action costs a damage cast, but stopping a dangerous spell can save the group far more time than another bolt.

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The biggest changes from Classic

Track your own Flame Shock

Lava Burst checks for your Flame Shock on its target. Another Shaman's DoT does not give you that bonus, and a target swap means checking the new enemy before you commit to the Fire cast.

Free duplicates, paid original casts

Lightning Overload can repeat Lightning Bolt or Chain Lightning at half damage with no extra mana or threat. The original cast still costs mana and generates threat, so the proc is no permission to burst before the tank has the target.

Earthbind creates casting room

Earthbound makes Earthbind Totem root nearby enemies for five seconds when placed. Put it where the approaching enemy will be caught, then move clear rather than keep taking swings while you cast.

Elemental Shaman

Ranged spell DPS

Classic Elemental centered on Lightning Bolt, with Clearcasting helping pay for Chain Lightning. Forever adds a repeatable Fire nuke and shortens the baseline lightning casts at the shown spell ranks. The damage mix now gives you reasons to invest in both lightning and Flame Shock, rather than judge every talent by its effect on Bolt alone.

Build your talents

Flame Shock and Lava Burst on a durable target

Lava Burst has a 2.5-second base cast and a ten-second cooldown. With your Flame Shock on the enemy, it deals 20% increased damage. That is a damage bonus, not a guaranteed crit. Apply Flame Shock to a target you expect to keep attacking, then use the Fire cast while the DoT is still up. Make sure Flame Shock landed before you count the follow-up as a buffed hit.

A Flame Shock with time left does not need replacing before every Lava Burst. Unnecessary refreshes spend mana and casting time you could use on damage. If the DoT is about to end, allow for the nuke's cast time instead of checking only whether the icon is still up as you begin casting. Elemental Alacrity shortens the cast; it does not remove the ten-second cooldown.

Keep the target's other damage requirements in mind. If Fire damage cannot hurt the enemy, applying Flame Shock just to prepare Lava Burst wastes casts. Continue with Nature damage when that school works, and return to Fire when the target permits it.

Target swaps and short-lived adds

When a new add appears, decide whether it needs immediate damage or will stay alive for Flame Shock ticks and a follow-up cast. On a durable add, rebuilding your Flame Shock supports the Fire sequence. On an enemy about to die, use damage that will land before it does rather than spend its remaining lifetime setting up a bonus.

A brief swap does not require rebuilding every effect. If you only need one cast on the add before returning to the boss, a Lightning Bolt may avoid spending a Shock on setup you will barely use. If the add is casting something dangerous, interrupt first; the boss's DoT timer is less urgent than stopping that cast.

Check the boss again when you return. Flame Shock may have expired while you handled the add, but it may also still be running. Refresh because the effect needs replacing, not simply because you changed targets. Do not wait idle for Lava Burst to become ready when a lightning cast can land in the gap.

Lightning casts and Overload

Lightning Bolt rank 7 has a 2.5-second base cast in Forever, compared with three seconds in original Classic. Chain Lightning rank 1 has a two-second base cast instead of 2.5 seconds. Elemental Alacrity reduces the casting time of both spells and Lava Burst, helping you fit damage between movement and utility casts.

Lightning Overload gives Lightning Bolt and Chain Lightning a chance to produce a second, similar spell on the same target at half damage. At rank 1, the chance is 3%. You do not press another button to obtain that duplicate or reserve mana for it. Keep casting the original spell at the enemy you need to damage; an Overload chance does not make Chain Lightning the right choice next to a controlled mob.

Use Lightning Bolt for focused casts when extra targets should stay untouched. Chain Lightning can contribute cleave when nearby enemies are all safe to hit, but check its mana cost and the tank's control of those enemies before spending the cast. Neither Lightning Overload nor Call of Thunder applies to Lava Burst.

Which talents improve Fire and Nature damage?

Concussion names Lightning Bolt, Chain Lightning and Earth Shock. Call of Flame names Flame Shock, Lava Burst, Fire Nova and Fire Totems. A point supporting your lightning casts is not automatically a point supporting Flame Shock, and the Fire talent does not strengthen Earth Shock. Compare which spells you lose damage on before moving points between these talents.

Call of Thunder grants 3% crit to Lightning Bolt and Chain Lightning. Elemental Fury has broader school coverage: it improves the critical strike damage bonus of your Fire, Frost and Nature spells, plus Searing and Magma Totems. Its rank-1 increase is 20% to the crit-damage bonus, not 20% more total damage on every critical hit. It changes crit damage rather than crit chance.

More Fire casts make Call of Flame relevant beyond totem damage; sustained lightning keeps Concussion, Call of Thunder and Lightning Overload working. Keep both schools' contributions in mind instead of judging every point by Classic's lightning-centered casting.

Spend Clearcasting without wasting its mana saving

Elemental Focus gives a 10% chance to enter Clearcasting after casting a Fire, Frost or Nature damage spell. Your next damage spell costs no mana. A crit is not required, and the effect pays for one cast rather than discounting two casts. Watch the proc itself instead of assuming every crit has made the next spell free.

A ready Chain Lightning can spend the free cast well when its extra targets are safe, while Lava Burst can use it during a prepared Fire window. The saving is only worthwhile if the spell also fits the pull. Do not break CC to spend Clearcasting on a more expensive spell, and do not stop casting for a cooldown solely to maximize the mana saved. A free Lightning Bolt still deals focused damage.

Convection reduces the mana costs of Shocks, Lightning Bolt, Chain Lightning and Lava Burst. It helps throughout sustained casting, unlike a proc you cannot schedule. If you are running dry, first cut unnecessary Flame Shock refreshes and repeated cleave on nearly dead enemies. Leave enough mana for your assigned interrupt, totem replacement or emergency heal before spending the rest on damage.

Shaman talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Elemental

16 talents
5 Convection 5 Concussion 3 Elemental Warding 5 Reverberation 3 Call of Flame 3 Elemental Devastation 1 Elemental Focus 5 Elemental Fury 2 Improved Fire Nova 3 Eye of the Storm 1 Call of Thunder 2 Elemental Reach 3 Lightning Overload 1 Earthbound 3 Elemental Alacrity 1 Lava Burst

Enhancement

18 talents
2 Earth's Grasp 5 Thundering Strikes 5 Ancestral Knowledge 2 Guardian Totems 3 Mental Dexterity 2 Improved Ghost Wolf 3 Improved Lightning Shield 3 Elemental Weapons 1 Shamanistic Focus 3 Anticipation 5 Toughness 5 Flurry 1 Stormstrike 1 Spirit Weapons 2 Mental Quickness 2 Improved Stormstrike 5 Maelstrom Weapon 1 Rage of the Farseer

Restoration

16 talents
5 Improved Healing Wave 5 Totemic Focus 3 Mindfulness 3 Natural Grace 5 Tidal Focus 2 Improved Reincarnation 3 Ancestral Healing 3 Healing Focus 1 Water Shield 5 Tidal Mastery 5 Restorative Totems 1 Mana Tide Totem 3 Healing Way 1 Nature's Swiftness 5 Purification 1 Riptide
Read all talent descriptions

Elemental

Convection Maximum rank 5

Rank 1
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 2%.

Rank 2
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 4%.

Rank 3
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 6%.

Rank 4
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 8%.

Rank 5
Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 10%.

Passive

Concussion Maximum rank 5

Rank 1
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 1%.

Rank 2
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 2%.

Rank 3
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 3%.

Rank 4
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 4%.

Rank 5
Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 5%.

Passive

Elemental Warding Maximum rank 3

Rank 1
Reduces damage taken from Fire, Frost, and Nature effects by 3%.

Rank 2
Reduces damage taken from Fire, Frost, and Nature effects by 7%.

Rank 3
Reduces damage taken from Fire, Frost, and Nature effects by 10%.

Passive

Reverberation Maximum rank 5

Rank 1
Reduces the cooldown of your Shock spells by 0.2 sec.

Rank 2
Reduces the cooldown of your Shock spells by 0.4 sec.

Rank 3
Reduces the cooldown of your Shock spells by 0.6 sec.

Rank 4
Reduces the cooldown of your Shock spells by 0.8 sec.

Rank 5
Reduces the cooldown of your Shock spells by 1 sec.

Passive

Call of Flame Maximum rank 3

Rank 1
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 5%.

Rank 2
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 10%.

Rank 3
Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 15%.

Passive

Elemental Devastation Maximum rank 3

Rank 1
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 3% for 10 sec.

Rank 2
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 6% for 10 sec.

Rank 3
Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 9% for 10 sec.

Passive

Elemental Focus Maximum rank 1

Rank 1
Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Passive

Elemental Fury Maximum rank 5

Rank 1
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 20%.

Rank 2
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 40%.

Rank 3
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 60%.

Rank 4
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 80%.

Rank 5
Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%.

Passive

Improved Fire Nova Maximum rank 2

Rank 1
Increases the damage done by your Fire Nova spell by 10% and reduces its cooldown by 2 sec.

Rank 2
Increases the damage done by your Fire Nova spell by 20% and reduces its cooldown by 4 sec.

Passive

Eye of the Storm Maximum rank 3

Rank 1
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 23%.

Rank 2
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 47%.

Rank 3
Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 70%.

Passive

Call of Thunder Maximum rank 1

Rank 1
Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by 3%.

Passive

Elemental Reach Maximum rank 2

Rank 1
Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 3 yards, and increases the range of your Flame Shock spell by 8 yards.

Rank 2
Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 6 yards, and increases the range of your Flame Shock spell by 15 yards.

Passive

Lightning Overload Maximum rank 3

Rank 1
Gives your Lightning Bolt and Chain Lightning spells a 3% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.

Rank 2
Gives your Lightning Bolt and Chain Lightning spells a 7% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.

Rank 3
Gives your Lightning Bolt and Chain Lightning spells a 10% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.

Passive

Earthbound Maximum rank 1

Rank 1
Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast.

Passive

Elemental Alacrity Maximum rank 3

Rank 1
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.17 sec.

Rank 2
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.33 sec.

Rank 3
Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.50 sec.

Passive

Lava Burst Maximum rank 1

Rank 1
You hurl molten lava at the target, dealing 106 to 134 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.

165 Mana | 30 yd range | 2.5 sec cast | 10 sec cooldown

Enhancement

Earth's Grasp Maximum rank 2

Rank 1
Increases the health of your Stoneclaw Totem by 25% and the radius of your Earthbind Totem by 10%.

Rank 2
Increases the health of your Stoneclaw Totem by 50% and the radius of your Earthbind Totem by 20%.

Passive

Thundering Strikes Maximum rank 5

Rank 1
Improves your chance to get a critical strike with all spells and attacks by 1%.

Rank 2
Improves your chance to get a critical strike with all spells and attacks by 2%.

Rank 3
Improves your chance to get a critical strike with all spells and attacks by 3%.

Rank 4
Improves your chance to get a critical strike with all spells and attacks by 4%.

Rank 5
Improves your chance to get a critical strike with all spells and attacks by 5%.

Passive

Ancestral Knowledge Maximum rank 5

Rank 1
Increases your Intellect by 2%.

Rank 2
Increases your Intellect by 4%.

Rank 3
Increases your Intellect by 6%.

Rank 4
Increases your Intellect by 8%.

Rank 5
Increases your Intellect by 10%.

Passive

Guardian Totems Maximum rank 2

Rank 1
Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 10% and reduces the cooldown of your Grounding Totem by 1 sec.

Rank 2
Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 20% and reduces the cooldown of your Grounding Totem by 2 sec.

Passive

Mental Dexterity Maximum rank 3

Rank 1
Increases your Attack Power by an amount equal to 33% of your Intellect.

Rank 2
Increases your Attack Power by an amount equal to 67% of your Intellect.

Rank 3
Increases your Attack Power by an amount equal to 100% of your Intellect.

Passive

Improved Ghost Wolf Maximum rank 2

Rank 1
Reduces the cast time of your Ghost Wolf spell by 1 sec, and Ghost Wolf may be used indoors.

Rank 2
Reduces the cast time of your Ghost Wolf spell by 3 sec, and Ghost Wolf may be used indoors.

Passive

Improved Lightning Shield Maximum rank 3

Rank 1
Increases the damage done by your Lightning Shield orbs by 5%.

Rank 2
Increases the damage done by your Lightning Shield orbs by 10%.

Rank 3
Increases the damage done by your Lightning Shield orbs by 15%.

Passive

Elemental Weapons Maximum rank 3

Rank 1
Increases the melee attack power bonus of your Rockbiter Weapon by 7%, your Windfury Weapon effect by 13% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5%.

Rank 2
Increases the melee attack power bonus of your Rockbiter Weapon by 13%, your Windfury Weapon effect by 27% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 10%.

Rank 3
Increases the melee attack power bonus of your Rockbiter Weapon by 20%, your Windfury Weapon effect by 40% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 15%.

Passive

Shamanistic Focus Maximum rank 1

Rank 1
Reduces the mana cost of your Shock and Lightning Shield spells by 45%.

Passive

Anticipation Maximum rank 3

Rank 1
Increases your chance to dodge by an additional 2%.

Rank 2
Increases your chance to dodge by an additional 4%.

Rank 3
Increases your chance to dodge by an additional 6%.

Passive

Toughness Maximum rank 5

Rank 1
Increases your Stamina by 2%.

Rank 2
Increases your Stamina by 4%.

Rank 3
Increases your Stamina by 6%.

Rank 4
Increases your Stamina by 8%.

Rank 5
Increases your Stamina by 10%.

Passive

Flurry Maximum rank 5

Rank 1
Increases your attack speed by 5% for your next 3 swings after dealing a melee critical strike.

Rank 2
Increases your attack speed by 10% for your next 3 swings after dealing a melee critical strike.

Rank 3
Increases your attack speed by 15% for your next 3 swings after dealing a melee critical strike.

Rank 4
Increases your attack speed by 20% for your next 3 swings after dealing a melee critical strike.

Rank 5
Increases your attack speed by 25% for your next 3 swings after dealing a melee critical strike.

Passive

Stormstrike Maximum rank 1

Rank 1
Instantly strike for normal weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.

125 Mana | Melee Range | Instant | 8 sec cooldown

Spirit Weapons Maximum rank 1

Rank 1
Gives a chance to parry enemy melee attacks, reduces all threat generated by your attacks by 30% while Rockbiter Weapon is not active, and increases all threat generated by 30% while Rockbiter Weapon is active.

Passive

Mental Quickness Maximum rank 2

Rank 1
Increases your spell damage and healing by up to 15% of your Intellect.

Rank 2
Increases your spell damage and healing by up to 30% of your Intellect.

Passive

Improved Stormstrike Maximum rank 2

Rank 1
When you Stormstrike, you have a 50% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 50% chance to reset each time you Dodge or Parry.

Rank 2
When you Stormstrike, you have a 100% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 100% chance to reset each time you Dodge or Parry.

Passive

Maelstrom Weapon Maximum rank 5

Rank 1
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 4%. Stacks up to 5 times. Lasts 30 sec.

Rank 2
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 8%. Stacks up to 5 times. Lasts 30 sec.

Rank 3
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 12%. Stacks up to 5 times. Lasts 30 sec.

Rank 4
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 16%. Stacks up to 5 times. Lasts 30 sec.

Rank 5
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 20%. Stacks up to 5 times. Lasts 30 sec.

Passive

Rage of the Farseer Maximum rank 1

Rank 1
Increases your melee attack speed and spell casting speed by 30% for 25 sec.

Instant | 3 min cooldown

Restoration

Improved Healing Wave Maximum rank 5

Rank 1
Reduces the casting time of your Healing Wave spell by 0.1 sec.

Rank 2
Reduces the casting time of your Healing Wave spell by 0.2 sec.

Rank 3
Reduces the casting time of your Healing Wave spell by 0.3 sec.

Rank 4
Reduces the casting time of your Healing Wave spell by 0.4 sec.

Rank 5
Reduces the casting time of your Healing Wave spell by 0.5 sec.

Passive

Totemic Focus Maximum rank 5

Rank 1
Reduces the Mana cost of your totems and any spells that summon or move them by 5%.

Rank 2
Reduces the Mana cost of your totems and any spells that summon or move them by 10%.

Rank 3
Reduces the Mana cost of your totems and any spells that summon or move them by 15%.

Rank 4
Reduces the Mana cost of your totems and any spells that summon or move them by 20%.

Rank 5
Reduces the Mana cost of your totems and any spells that summon or move them by 25%.

Passive

Mindfulness Maximum rank 3

Rank 1
Allows 17% of your Mana regeneration to continue while casting.

Rank 2
Allows 33% of your Mana regeneration to continue while casting.

Rank 3
Allows 50% of your Mana regeneration to continue while casting.

Passive

Natural Grace Maximum rank 3

Rank 1
Reduces the threat generated by your spells by 5%.

Rank 2
Reduces the threat generated by your spells by 10%.

Rank 3
Reduces the threat generated by your spells by 15%.

Passive

Tidal Focus Maximum rank 5

Rank 1
Reduces the Mana cost of your healing spells by 1% and improves your chance to hit by 1%.

Rank 2
Reduces the Mana cost of your healing spells by 2% and improves your chance to hit by 2%.

Rank 3
Reduces the Mana cost of your healing spells by 3% and improves your chance to hit by 3%.

Rank 4
Reduces the Mana cost of your healing spells by 4% and improves your chance to hit by 4%.

Rank 5
Reduces the Mana cost of your healing spells by 5% and improves your chance to hit by 5%.

Passive

Improved Reincarnation Maximum rank 2

Rank 1
Reduces the cooldown of your Reincarnation spell by 10 min, increases your maximum health by 2%, and increases the amount of health and Mana you reincarnate with by an additional 10%.

Rank 2
Reduces the cooldown of your Reincarnation spell by 20 min, increases your maximum health by 4%, and increases the amount of health and Mana you reincarnate with by an additional 20%.

Passive

Ancestral Healing Maximum rank 3

Rank 1
Increases your target's armor value by 8% for 15 sec after getting a critical effect from one of your healing spells.

Rank 2
Increases your target's armor value by 17% for 15 sec after getting a critical effect from one of your healing spells.

Rank 3
Increases your target's armor value by 25% for 15 sec after getting a critical effect from one of your healing spells.

Passive

Healing Focus Maximum rank 3

Rank 1
Gives you a 23% chance to avoid interruption caused by damage while casting any healing spell.

Rank 2
Gives you a 47% chance to avoid interruption caused by damage while casting any healing spell.

Rank 3
Gives you a 70% chance to avoid interruption caused by damage while casting any healing spell.

Passive

Water Shield Maximum rank 1

Rank 1
The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's healing spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.

Instant | 15 sec cooldown

Tidal Mastery Maximum rank 5

Rank 1
Increases the critical effect chance of your healing spells by 1%.

Rank 2
Increases the critical effect chance of your healing spells by 2%.

Rank 3
Increases the critical effect chance of your healing spells by 3%.

Rank 4
Increases the critical effect chance of your healing spells by 4%.

Rank 5
Increases the critical effect chance of your healing spells by 5%.

Passive

Restorative Totems Maximum rank 5

Rank 1
Increases the effect of your Mana Spring Totem by 5% and increases the effect of your Healing Stream Totem by 10%.

Rank 2
Increases the effect of your Mana Spring Totem by 10% and increases the effect of your Healing Stream Totem by 20%.

Rank 3
Increases the effect of your Mana Spring Totem by 15% and increases the effect of your Healing Stream Totem by 30%.

Rank 4
Increases the effect of your Mana Spring Totem by 20% and increases the effect of your Healing Stream Totem by 40%.

Rank 5
Increases the effect of your Mana Spring Totem by 25% and increases the effect of your Healing Stream Totem by 50%.

Passive

Mana Tide Totem Maximum rank 1

Rank 1
Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards.

10 Mana | Instant | 5 min cooldown

Healing Way Maximum rank 3

Rank 1
Increases the amount healed by your Healing Wave spell by 8%.

Rank 2
Increases the amount healed by your Healing Wave spell by 17%.

Rank 3
Increases the amount healed by your Healing Wave spell by 25%.

Passive

Nature's Swiftness Maximum rank 1

Rank 1
When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.

Instant | 3 min cooldown

Purification Maximum rank 5

Rank 1
Increases the effectiveness of your healing spells by 2%.

Rank 2
Increases the effectiveness of your healing spells by 4%.

Rank 3
Increases the effectiveness of your healing spells by 6%.

Rank 4
Increases the effectiveness of your healing spells by 8%.

Rank 5
Increases the effectiveness of your healing spells by 10%.

Passive

Riptide Maximum rank 1

Rank 1
Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.

245 Mana | 40 yd range | Instant | 6 sec cooldown

Range, pushback and control

Elemental Reach adds range to Lightning Bolt, Chain Lightning, Fire Nova and Lava Burst, with a larger extension for Flame Shock. At rank 1, those increases are three yards and eight yards respectively. The extra Flame Shock reach helps you set up Fire damage without moving as far toward the enemy, but Earth Shock is not in this talent's spell list. Position closer if you are responsible for interrupting.

Eye of the Storm directly reduces damage-induced pushback while casting Lightning Bolt, Chain Lightning and Lava Burst. Classic's version needed you to suffer a melee or ranged crit before it could grant protection. The Forever effect helps when unavoidable damage clips a cast; it does not make you immune to silence, spell interrupts or the danger of a loose enemy.

The Earthbound root comes from where you place Earthbind Totem. It does not turn your other totems into roots or give another root whenever an existing totem pulses. In solo play or PvP, use the placement to separate yourself from an enemy, then cast from outside melee range. In a dungeon, move toward the tank's pickup position rather than drag the rooted enemy away from the group.

Threat and safe AoE

Let the tank gather the pack before spreading damage. Chain Lightning jumps and Magma Totem's nearby damage can hit enemies that the tank has not secured or that the group intends to keep controlled. If one caster needs to die first, focus that enemy instead of spreading damage simply because several targets are present.

Improved Fire Nova increases Fire Nova's damage and reduces its cooldown. At rank 1, that is 10% more damage and a two-second cooldown reduction. Original Classic Fire Nova Totem needed to survive a delay before exploding; Forever's talent modifies the Fire Nova spell. Keep its AoE away from breakable CC, and avoid moving into dangerous melee attacks just to add area damage.

Earth Shock interrupts and deals Nature damage, but it also carries high threat. Use it for the assigned cast rather than opening a fresh target with it only for damage. If you take Natural Grace, its spell-threat reduction helps both damage and healing; it still cannot make an untouched enemy safe to attack. Discuss totem coverage before the pull using the Shaman group-utility chapter.

Damage paths and support points

Lava Burst requires Lightning Overload. Elemental Alacrity has a separate route through Call of Thunder, which requires Elemental Fury. Plan both paths if you want the Fire nuke and shorter casts; reaching the bottom row alone does not satisfy those prerequisites. The removed Classic talents include Elemental Mastery, so leave the old guaranteed-crit cooldown out of your casting plan.

Elemental Warding reduces incoming Fire, Frost and Nature damage. Eye of the Storm protects your main hard casts from pushback. Earthbound buys distance from nearby enemies. More Fire Nova damage is a poor trade for survival when the threat is incoming spell damage on one target, while a safe multi-target pull gives the AoE talent more work.

Early Restoration offers Tidal Focus for offensive hit and cheaper heals, Mindfulness for mana regeneration during casting, and Natural Grace for spell threat. Early Enhancement offers Thundering Strikes for broad crit and Ancestral Knowledge for Intellect. Choose the mana or threat support when it lets you keep casting through a fight where extra crit alone would leave you dry or pulling aggro.

Spell gear, hit and mana

Compare general spell damage against school-specific bonuses in both schools. Nature-only damage supports Lightning Bolt, Chain Lightning and Earth Shock; Fire-only damage supports Flame Shock and Lava Burst. General spell damage does not force you to give up one school when the target or assignment changes. A larger school-specific number is not automatically the better item for mixed damage.

Forever combines spell, melee and ranged hit on items, and does the same for crit. Your offensive casts still have spell-hit requirements; shared item stats do not make melee and spell requirements identical. Count any selected Tidal Focus hit when comparing upgrades. Shared crit does not expand Call of Thunder beyond its two named lightning spells.

Intellect gives you more mana to spend during a long casting stretch. Evaluate that alongside spell damage, crit and the recovery you need, rather than discarding it because a short pull ended with mana left. Healing items add damage equal to one-third of their bonus healing; compare that damage contribution with a caster alternative, not the full healing number. Offensive hit does not improve an emergency heal.

Choose caster weapons by their spell stats and a weapon type you can train. Shaman cannot equip caster swords. Weapon DPS is not spell damage, and weapon skill is not spell hit. The parent covers hybrid itemization and racial choices, including Dwarf access for Alliance players without cross-faction grouping.

Ele Shaman questions

Can I take Lava Burst and Nature's Swiftness together?

No. Lava Burst needs at least 31 points in Elemental, while Nature's Swiftness needs 21 in Restoration. Together that is 52 points, one beyond Forever's 51-point budget. A build choosing the instant Nature cooldown must give up the Elemental capstone.

Does Tidal Mastery still improve Lightning Bolt crit?

No. Forever's Tidal Mastery increases healing-spell crit. For lightning crit, Call of Thunder names Lightning Bolt and Chain Lightning, while Thundering Strikes increases crit with all spells and attacks.

Can I save Clearcasting for an emergency heal?

Elemental Focus makes your next damage spell free. It does not promise a free Healing Wave or Lesser Healing Wave. Keep a mana reserve for off-healing instead of treating a Clearcasting proc as healing mana.

Should I run into melee after Elemental Devastation procs?

No. Elemental Devastation makes offensive spell crits increase your melee crit chance; it does not improve your next spell. Leaving a safe casting position to swing can cost lightning casts and expose you to melee damage. The talent has a more direct purpose in Enhancement's weapon-and-spell play.