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Shaman

Four elements, three shocks, and a two-handed hammer

Four totems at your feet, a hammer in your hands, and a perpetually empty mana bar: a shaman preparing for battle. You heal, swing a two-handed mace, interrupt enemy spells, and strengthen the entire group. WoW Forever makes totems easier to use, brings dwarf shamans to the Alliance for the first time, and leaves beta testers grumbling that shamans got nothing.

HealerMeleeCaster

Shaman PvP

Level 60 builds with every talent explained, combos and a plan for every matchup, duels, battlegrounds and world PvP.

Start leveling

Step-by-step routes: where to go, which quests to pick up, when to enter dungeons, talents and addons.

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Level 1–30 routes · quests, gear and talents · guides in Russian

The one who asks the elements

Mages draw power from books, priests from the Light, and shamans ask the elements: you negotiate with them, not command them. Orcs once forgot this and fell to demons; Thrall restored their shamanism. Tauren never lost it and founded the Earthen Ring.

Forever adds two more peoples. Windshapers are spiritual leaders of the Skyborne, whose island was held aloft by wind spirits until those spirits vanished. The Earthen Ring brought them into the Horde; a skycutter lands them on Stargazer Mesa in Mulgore. Alliance gains shamans for the first time in Classic, through dwarves.

Totem at your feet, shock on their cast

A shaman's fight begins before combat. Rockbiter Weapon enchants your weapon, three charges from Lightning Shield circle you, and Stoneskin Totem stands at your feet. There are four elements, with one totem of each active at once: earth protects, fire burns, water heals and restores mana, and air catches enemy spells from level 30.

Then come shocks, sharing a cooldown. Earth Shock interrupts and locks that spell school for 2 seconds; Flame Shock burns for another 12 seconds; Frost Shock slows from level 20. Against casters, save your shock until they begin casting. Veterans keep rank-1 Earth Shock on a separate button: the interrupt is identical and costs far less mana.

All of this spends the same mana pool. Spirit restores no mana for five seconds after each spell, so spend in a burst - totem, shield, shock - then swing your weapon for a while. Pressing everything leaves you drinking more often than fighting; learned firsthand.

Leveling 1–30: mace over lightning

Every beta guide recommends leveling with a two-handed mace before 30. Tooltips suggest Lightning Bolt deals a third less damage than Classic from 20, leading testers to call it a wet noodle and the first 20 levels an auto-attack simulator.

The pattern is simple: Lightning Bolt on approach or Flame Shock in melee, then weapon swings; finish fleeing mobs with Earth Shock. You can skip Flametongue Weapon, since Rockbiter is almost always stronger before 30. Fire Nova arrives at 12: in Forever it explodes around your fire totem, so use it against two or three nearby mobs. Watch totem placement: Searing Totem near another camp pulls extras.

Class quests award totem items: earth at 4, fire at 10, water at 20, air at 30. Skyborne shamans receive earth and fire on Zephris; the fire quest is a timed run carrying an eternal flame to Valanaar. Water is the Classic chain through four zones; whether Skyborne receive it remains unverified in beta. Air in Thousand Needles is simply a conversation.

Level 20 brings the best gift: Ghost Wolf, +40% running speed. Shifting takes 3 seconds without talents; 2/2 Improved Ghost Wolf makes it instant, and Forever allows the wolf indoors. At 25, Enhancement gains Stormstrike, although its beta tooltip says level 40.

At 30, every shaman trains Windfury Weapon for a slow two-hander and Reincarnation: carry an Ankh to resurrect yourself after death.

Dungeons and raids: healing or damage

Shaman is a hybrid, so groups first ask whether you can heal. In every role, they expect group totems, Earth Shock on enemy healers, and Purge to remove shields. Ancestral Spirit resurrects fallen allies from 12; Tremor Totem from 18 counters sleep from Druids of the Fang in Wailing Caverns. Avoid opening with Fire Nova: its threat now belongs to you.

Most Classic raid shamans healed, usually with Chain Heal. It jumps to the most injured nearby allies, up to three targets, healing half as much per jump. Totems only affected the shaman's party, so raid leaders distributed shamans across groups and always assigned one to warriors for Windfury Totem.

Blizzard describes Forever shamans as totem masters and one of the toughest classes, but weak at crowd control. Windfury Totem now grants a buff instead of a weapon enchant, and since October 15, Grace of Air, Strength of Earth, Windfury, and Flametongue Totems affect the entire raid. Mana Tide Totem, restoring group mana, is now a 16-point talent rather than 31. The first Mana Tide Totem rank is available at 25, followed by 38, 48, and 58.

Blizzard says Enhancement can only tank temporarily in small groups. Forum requests for a full shaman tank role remain unanswered.

PvP: ground, interrupt, chase

World PvP depends on your ruleset: PvP automatically flags you in contested zones; Normal uses /pvp. Against mages, place Grounding Totem first: it arrives at 30 with the air totem and absorbs the next Polymorph or Frostbolt. Against warlocks and priests, place Tremor Totem before the first fear, because it removes fear every few seconds rather than instantly.

Purge strips shields and blessings from priests and paladins; Frost Shock and Earthbind Totem keep fleeing enemies in reach.

The class has its own legend. Vanilla Windfury on a slow two-hander granted two extra attacks, sending mages and priests to the graveyard in one proc until patch 1.11 halved its attack-power bonus. On October 4, Forever beta videos circulated showing an Enhancement shaman with a slow mace killing duel opponents in roughly two hits. Their level is unspecified, and it is always a lottery.

Only the new Darkspear Islands battleground is open in beta: 15 versus 15 from level 30. Guides suggest Warsong Gulch and Arathi Basin will join at release. The shaman's job is familiar: chase enemy flag carriers in wolf form, interrupt healers, and protect your own carrier with Earthbind Totem under their pursuers.

What is new in Forever, and what testers say

Totems are no longer a chore. Classic totems lasted two minutes with a 20-yard range; moving away meant replacing them. Now they last five minutes, reach 30 yards, and use a one-second global cooldown. From 20, Call of the Elements places four at once; Totemic Recall recalls them for a quarter of their mana cost; weapon imbues last an hour and stack with sharpening stones.

Talents were rebuilt. Stormstrike is now a 16-point talent with an 8-second cooldown; Mental Dexterity converts Intellect to attack power; Shamanistic Focus reduces shock and shield costs by 45%; Restoration gains Water Shield. October 15 restored Elemental Mastery at 31 points: for 15 seconds it reduces Lightning Bolt and Lava Burst cast times by 0.5 seconds and removes Chain Lightning's cooldown, with a 3-minute cooldown. Lava Burst now costs 21 points; Earthbound costs 16. This differs from early beta previews.

Alliance receives dwarf shamans, trainers in Dun Morogh and Ironforge, and unique totem quests. Players say the water chain takes around two hours through Loch Modan, the Wetlands, Redridge, Darkshore, Ashenvale, and Westfall. The old Alliance-paladins/Horde-shamans split is over: Horde receives undead paladins in return.

Testers praise totems, then sigh. Forum posts called Enhancement almost Classic with nothing added; Elemental lacks mana, and its main new button, Lava Burst, unlocks at 30. One popular reply to Blizzard's mage and shaman article simply says shamans got nothing.

Is this your class?

Choose shaman if you do not want to choose between damage and healing. Groups let you do both while placing totems that strengthen everyone. Solo, you heal yourself and escape trouble as a wolf; bring a shield or staff when healing.

Drawbacks remain: mana ends before the fight, the first 20 levels are auto-attacks and water, and every totem requires a class quest. The class rule is simple: totems first, combat second; against a caster, shock when they start casting, not on cooldown.

To begin, open the Skyborne Shaman 1–30 leveling guide: the journey from Tendal Grove on Zephris to Thousand Needles, with totem quests and four builds. Orcs, tauren, trolls, and dwarves can still use its talents, skills, and weapons, though their totem quests differ.

Since October 15, Grace of Air, Strength of Earth, Windfury and Flametongue Totems buff the raid. Grace of Air can coexist with either weapon buff, but Windfury and Flametongue are mutually exclusive and affect only players. Chain Lightning costs roughly 35% less. Fire Nova deals less base damage and gains 14.3% of spell power rather than 21.4%. Water Shield triggers from critical hits by any Shaman spell.

Shaman races

Horde

OrcBlood Fury, Savage, Hardiness, Shatter Curse (new)Savage grants +1% critical strike chance regardless of weapon. Blood Fury boosts attacks and spells for 15 seconds, now with a 3-minute cooldown. Hardiness shortens stuns by 20%. Shatter Curse removes curses and banes and reduces magic damage taken by 5% for 8 seconds; it does not prevent new curses.
TaurenWar Stomp, Endurance, Plainsrunning (new)A 2-second stun on up to five nearby enemies gives you time to finish a heal or escape; Endurance adds 5% health and 2% critical damage and healing. Plainsrunning builds to +30% speed but resets when damaged or stopped, so it does little for a shaman constantly placing totems.
TrollBerserking, Rapid Regeneration (new), Regeneration, Beast Slaying+10% attack and casting speed for 10 seconds, +5% damage against beasts, and half your health restored over 6 seconds between fights every 3 minutes. Trolls eat and sit less while leveling. Since October 15, passive troll regeneration is increased to 20%.
Skyborne · WindshaperWalk on Air, Skysight, Wind Blessed, Elemental InsightOnly Windshapers, the Horde Skyborne, can be shamans; their earth and fire totem quests take place on Zephris. Combat bonuses include +3% attack and casting speed and +5% damage against elementals; Skysight does not stack with Ghost Wolf. We have a complete 1–30 guide for this race. Since October 15, Walk on Air has a 90-second cooldown, and racial regeneration or speed can be activated while moving.

Alliance

DwarfStoneform, Earth Fury, Big Game HunterStoneform removes bleeds, poisons, and diseases and reduces physical damage taken by 10% for 8 seconds. Earth Fury grants +2% critical damage and healing regardless of weapon: critical strength, not critical chance. Big Game Hunter helps against beasts, while Find Treasure can now yield extra items from most chests.

Leveling builds

Talents for levels 10–30, matching the beta cap. We will update these builds when leveling to 60 opens.

Enhancement: Two-HandermainEnhancement 21

Crit, attack power from Intellect, instant wolf by 20, and cheap shocks. Point order follows wowforeverbuilds and Method advice; Stormstrike at 25.

  1. 10–14Thundering Strikes5/5
  2. 15–17Mental Dexterity3/3
  3. 18–19Improved Ghost Wolf2/2
  4. 20Shamanistic Focus1/1
  5. 21–23Elemental Weapons3/3
  6. 24Anticipation1/3
  7. 25Stormstrike1/1
  8. 26–30Flurry5/5
Why these talents

Strengths: Thundering Strikes grants +5% attack and spell crit by 14. Mental Dexterity converts Intellect into attack power, making Intellect gear useful for melee. 2/2 Improved Ghost Wolf by 20 makes Ghost Wolf instant, including indoors. Shamanistic Focus at 20 reduces shock and Lightning Shield costs by 45%, so you can use Earth Shock on every mob. Elemental Weapons makes Rockbiter Weapon 20% stronger. Stormstrike at 25, then Flurry.

Weaknesses: mana goes quickly before 20, and two points at 18–19 wait for Ghost Wolf. The beta tooltip still says Stormstrike requires level 40, though testers use it at the 30 cap - check at 25.

Weapons: white vendor staves until 16 (troll shamans know staves from creation), then a two-handed axe if a reward or purchase is stronger. See the Shaman section for weapons and locations.

Alternative: 2/5 Ancestral Knowledge at 18–19 (+4% Intellect), then Improved Ghost Wolf at 21–22. This leaves Elemental Weapons at 2/3 and drops Anticipation; everything else stays the same.

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Elemental: Fire and LightningcasterElemental 21

Fight at range with faster lightning, a fire totem, and Lava Burst at 30. The October 15 patch nerfed Fire Nova; do not build your entire fight around it.

  1. 10–14Convection5/5
  2. 15–17Elemental Alacrity3/3
  3. 18–19Call of Flame2/3
  4. 20Elemental Focus1/1
  5. 21Call of Flame3/3
  6. 22–24Reverberation3/5
  7. 25Earthbound1/1
  8. 26–27Trial by Fire2/2
  9. 28–29Eye of the Storm2/3
  10. 30Lava Burst1/1
Why these talents

Strengths: 5/5 Convection saves 10% mana on lightning and shocks; 3/3 Elemental Alacrity speeds up lightning. Call of Flame boosts fire spells and totems. Earthbound at 25 makes Earthbind Totem root enemies when placed; Lava Burst at 30.

Weaknesses: continuous casting costs plenty of mana. Finish weak enemies with your weapon and fight near your totem. Fire Nova is weaker after October 15; do not gather a pack for one explosion.

Spell-power staff: Makeshift Stormcaller from Stormy Potential (step). Berserking speeds casting, and Rapid Regeneration replaces healing between fights.

From 25, Earthbound helps create distance: place Earthbind Totem, move away, and resume casting at range.

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Restoration + Weaponshealer + soloEnhancement 10 · Restoration 11

By 20, a capable dungeon healer with mana sustain, while using weapon attacks solo. 11 points in Restoration, then Enhancement crit and Ghost Wolf.

  1. 10–14Improved Healing Wave5/5
  2. 15–17Mindfulness3/3
  3. 18–19Tidal Focus2/5
  4. 20Water Shield1/1
  5. 21–25Thundering Strikes5/5
  6. 26–27Improved Ghost Wolf2/2
  7. 28–30Mental Dexterity3/3
Why these talents

Strengths: Improved Healing Wave speeds Healing Wave by half a second. Mindfulness keeps half your mana regeneration active while casting. Tidal Focus reduces healing costs and increases hit chance. Water Shield at 20 restores mana when hit and on spell crits, including heals (only one shield can be active: Water Shield or Lightning Shield). Then Thundering Strikes, Improved Ghost Wolf, and Mental Dexterity.

Weaknesses: slower solo before 25 than the main build: no room for Shamanistic Focus or Stormstrike. Instant wolf only arrives at 27.

Good for frequent Wailing Caverns and Shadowfang Keep runs: healers are usually the hardest group slot to fill.

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Restoration: Dungeon HealergroupRestoration 21

Only if you play in groups almost all the time. The same first 11 points, then Healing Focus, 5/5 Tidal Mastery, and Nature's Swiftness at 30.

  1. 10–14Improved Healing Wave5/5
  2. 15–17Mindfulness3/3
  3. 18–19Tidal Focus2/5
  4. 20Water Shield1/1
  5. 21–23Healing Focus3/3
  6. 24Tidal Focus3/5
  7. 25–29Tidal Mastery5/5
  8. 30Nature's Swiftness1/1
Why these talents

Strengths: Healing Focus gives a 70% chance to prevent healing pushback. 5/5 Tidal Mastery grants +5% healing crit. Nature's Swiftness (30) provides an instant heal every 3 minutes when the tank is about to die.

Weaknesses: slow solo play, and a long water totem quest (see Shaman).

Take Mana Tide Totem as your first point after 30 once you have the Water Totem: water totems cannot be placed without this item.

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Useful information

Shaman: totems, weapons, shocks, manaWhat to train, which weapons to use, and how to avoid running out of mana - through level 30

How to kill a mob. Always keep Rockbiter Weapon active. Pull with Lightning Bolt at range or instant Flame Shock from 20 yards after level 10, then swing your two-hander. Save Earth Shock for casts or fleeing mobs. Apply Lightning Shield before pulling; place totems at quest locations, not for every mob. Between fights, use a low-rank Healing Wave below half health and drink below one-third mana. Two enemies: Earthbind Totem for the second; three: replace it with Stoneclaw Totem, since only one earth totem can be active. Tough fight: Berserking with the first attack. Our Enhancement build gains Shamanistic Focus at 20, making shocks 45% cheaper, so you can use Earth Shock on every mob.

Lvl.SkillPriceLearn it?
1Lightning Bolt, Healing Wavestarting abilityYes
1Rockbiter Weapon10 copperYes - keep on your weapon
4Earth Shock1 silverYes - interrupt and finisher
4Stoneskin TotemCall of Earth questEssential, plus Earth Totem
6Healing Wave, Earthbind Totem1 silver eachYes
8Lightning Shield, Lightning Bolt, Earth Shock, Stoneclaw Totem, Rockbiter Weapon1 silver eachYes
10Flame Shock, Strength of Earth Totem4 silver eachYes
10Flametongue Weapon4 secCan wait: Rockbiter Weapon is stronger before 30
10–13Searing TotemCall of Fire questEssential, plus Fire Totem and Totem of Charged Flames
12Fire Nova, Purge, Ancestral Spirit, Healing Wave8 silver eachYes
14Earth Shock, Lightning Bolt, Stoneskin Totem9 silver eachYes
16Cure Poison, Lightning Shield, Rockbiter Weapon18 silver eachYes - Rockbiter Weapon: +118 attack power
18Flame Shock, Healing Wave, Stoneclaw Totem, Tremor Totem20 silver eachYes
18Flametongue Weapon20 secCan wait
20Ghost Wolf, Frost Shock, Lesser Healing Wave, Lightning Bolt, Searing Totem22 silver eachYes - Ghost Wolf is essential
20Frostbrand Weapon22 silverCan wait
20Totemic Recall, Call of the Elements22 and 70 silverNew in Forever: Totemic Recall, yes; Call of the Elements, optional
20Healing Stream Totemwater totem questLong chain - see the Totems card below
22Cure Disease, Fire Nova, Totemic Projection30 silver eachYes
22Poison Cleansing Totem, Water Breathing30 silver eachPoison Cleansing Totem only with Water Totem; Water Breathing can wait
24Rockbiter Weapon, Earth Shock, Healing Wave, Lightning Shield, Stoneskin Totem, Strength of Earth Totem, Ancestral Spirit35 silver eachYes - Rockbiter Weapon: +194 attack power
24Frost Resistance Totem35 silverCan wait
26Lightning Bolt, Magma Totem40 silver eachMagma Totem for 3+ mobs
26Mana Spring Totem, Far Sight, Flametongue Weapon40 silver eachMana Spring Totem only with Water Totem; Far Sight and Flametongue Weapon can wait
28Flame Shock, Flametongue Totem, Lesser Healing Wave, Stoneclaw Totem60 silver eachYes
28Fire Resistance Totem, Water Walking, Frostbrand Weapon60 silver eachFire Resistance Totem only with Water Totem; Water Walking and Frostbrand Weapon can wait
30Windfury Weapon, Reincarnation, Astral Recall, Searing Totem70 silver eachYes - Windfury Weapon for a slow two-hander
30Grounding Totem, Call of the Ancestors, Healing Stream Totem, Nature Resistance Totem70 silver eachGrounding Totem and Nature Resistance Totem only with Air Totem; Healing Stream Totem with Water Totem; Call of the Ancestors optional

Prices come from Wowhead Forever's beta trainer list. Everything before 20 costs around 5 gold; 22–30 adds around 16, almost 6 of that at 30. Skip optional skills and water totems until Water Totem is in your bags to save several gold. Horde shaman trainers: Shikrik in the Valley of Trials (through 6), Swart in Razor Hill, Kardris Dreamseeker, Sian'tsu, and Sagorne Creststrider in Orgrimmar's Valley of Wisdom, Siln Skychaser on Spirit Rise in Thunder Bluff, Narm Skychaser in Bloodhoof Village, and new Palah Thunderhoof on Stargazer Mesa. There are no Horde shaman trainers in the Barrens, Stonetalon Mountains, Ashenvale, Thousand Needles, or anywhere in the Eastern Kingdoms. The route visits trainers: the Valley at 1–6 (step), Razor Hill at 8 and 10 (step), Orgrimmar at 12 (step), 16 (step), and 20 (step), Thunder Bluff at 22 (step), Orgrimmar at 26 for level-24 and 26 skills after the Eastern Kingdoms (step), Thunder Bluff at 28 (step) and 30 (step).

Totems and their class questsNo totem item, no totems of that element
  • Totem items are required as in Classic: Earth Totem for earth; Fire Totem for fire and Fire Nova; Water Totem for water; Air Totem for air. Never sell or discard them.
  • Earth, 4: Call of Earth → Call of Earth → Call of Earth in the Valley of Trials: two Felstalker Hooves, then sapta at Spirit Rock. Rewards Stoneskin Totem and Earth Totem (step).
  • Fire, 10–13: Call of Fire (Swart, Razor Hill) → Kranal Fiss in the Barrens → Telf Joolam at the mountain shrine above Durotar → Fire Tar and Reagent Pouch → Minor Manifestation of Fire and brazier → back to Kranal Fiss. Rewards Searing Totem, Fire Totem, and new Forever relic Totem of Charged Flames (step). Missed Call of Fire? Call of Fire from Searn Firewarder in Orgrimmar starts the same route.
  • Water, 20–30: Call of Water (Searn Firewarder, Orgrimmar, at 20) or Call of Water (Swart) → Islen Waterseer near Ratchet (step) → Brine in the southern Barrens → three waterskins: pool near her hut (at 21), Tarren Mill well (at 25), and Stardust Ruins spring in Ashenvale (at 28). Return each full waterskin to Brine (at 27, at 29) → vial to Islen Waterseer → water manifestation in Silverpine Forest → Call of Water rewards Healing Stream Totem and Water Totem. The 20–30 route does not complete the final leg: do it at 30 (optional) or after 30 on the way to Scarlet Monastery.
  • Air, 30: Call of Air (Searn Firewarder, Orgrimmar) or Call of Air (Xanis Flameweaver, Thunder Bluff, step) → Prate Cloudseer in Thousand Needles for Air Totem (step). Just a conversation.
  • Only one totem per element: Stoneskin Totem, Strength of Earth Totem, Earthbind Totem, Stoneclaw Totem, and Tremor Totem are all earth totems; a new one replaces the old. After Earthbind Totem or Stoneclaw Totem, restore Stoneskin Totem after combat. Usually Stoneskin Totem solo, Strength of Earth Totem with melee teammates.
  • Searing Totem attacks the nearest enemy within 20 yards. Place it behind you, not near another camp, or it will pull extras.
Weapons and skillsStaff until 16, then a two-handed axe
  • Troll shamans start with maces, staves, and shields (beta client data, as in Classic). Learn two-handed axes and maces, one-handed axes, daggers, and fist weapons separately. Classic talent Two-Handed Axes and Maces was removed in Forever; two-handers are now a regular skill, presumably taught by weapon masters, though unverified in beta. Axes: Hanashi and Sayoc in Orgrimmar. Maces: Ansekhwa in Thunder Bluff. Classic training cost 10 silver.
  • Trolls have no racial axe preference: choose damage and stats. New weapon skills start at 1; practice on weak mobs before serious fights.
  • White vendor staves hit like ordinary two-handers; green quest staves are caster weapons, with less damage but spell power.
  • 1–4: Short Staff (2.0), from Kzan Thornslash in the Valley. 4: Vile Familiars rewards Primitive Walking Stick (2.6). 5–11: Walking Stick (4.2), from Trayexir in Sen'jin or Uhgar in Razor Hill.
  • 11: Securing the Lines rewards Blemished Wooden Staff (6.4); Stormy Potential rewards Makeshift Stormcaller (5.8, spell power for casters). 11–15: Quarter Staff (9.4), from Utharo or Koru in Orgrimmar, Nargal Deatheye in the Crossroads.
  • 15–16: Gnarled Staff (11.9), from Koru in Orgrimmar or Ironzar in Ratchet. 16, Ragefire Chasm: Hidden Enemies rewards Axe of Orgrimmar (16.1 axe).
  • 19–20: Serena Bloodfeather rewards Zhovur Axe (13.1 axe). 20: Battle Axe (15.3 axe, slow 3.8 speed), from Zendo'jian in Orgrimmar; no axe skill? Long Staff (15.2) is sold there too. With a group: Bonebreaker (20.4 mace) from Wailing Caverns.
  • 20–30: Encroacher's Claim (19.7 axe, +6 Strength; Falsely Accused, Name Cleared, with a partner: step); Forsaken Great Axe (20.5, +8 Strength; Rat'mael's Wrath, Ruins of Lordaeron: step); Merciless Axe (21.1, +12 Strength; vendors from 26: step). 30: Bullova, a 22.4 axe with no bonuses, in Thunder Bluff (at 30).
  • Weapon imbues: before 30, Rockbiter Weapon on any weapon gives +79 attack power from 8, +118 from 16, +194 from 24. Our Enhancement build adds another 20% with Elemental Weapons. Fire resistance reduces Flametongue Weapon, which only catches up on very slow weapons. At 30, use Windfury Weapon on a slow two-hander. Imbues last an hour.
  • Weapon speed: irrelevant to Rockbiter Weapon, but Windfury Weapon (30) and Stormstrike favor slow weapons. At equal DPS, take the slower two-hander.
  • Healers: one-handed mace and shield. Stinging Mace (Skull Rock), Engineer's Hammer and Welding Shield (Samophlange), Hammer of Orgrimmar (Ragefire Chasm). At 20–30: Cobalt Buckler (Cry of the Thunderhawk), Thornwoven Shield (Chol'aruk the Vulture), Stitchmender (The Light's Justice, Ruins of Lordaeron), Driftmire Shield (Je'neu of the Earthen Ring), and Arctic Buckler (Blackfathom Villainy, Blackfathom Deeps). Rark in the Valley and Vharr in Razor Hill sell shields.
  • Armor: leather. Like Classic, shamans wear mail only from 40 (unverified in Forever), so do not choose mail rewards before 40.
  • Weightstones for maces and sharpening stones for axes stack with shaman imbues in Forever, adding damage to every hit.
Shocks and manaYour main concern before 30
  • Five-second rule: spending mana stops Spirit regeneration for 5 seconds. Spend in a burst - shield, totem, shock - then swing your weapon for a while.
  • Lightning Bolt is for pulling only. Testers call 1–20 an auto-attack simulator and Lightning Bolt a wet noodle. Do not cast in melee; save mana for healing.
  • One shock per mob: shocks share a 6-second cooldown. Flame Shock is an instant 20-yard pull; Earth Shock interrupts or finishes runners; from 20, Frost Shock slows by 50%.
  • Keep rank-1 Earth Shock on a separate button: enable all ranks in your spellbook and drag rank 1 to your bar (Classic behavior; check Forever's client). Same interrupt as the highest rank, far less mana.
  • Lightning Shield before pulling, not before every mob: three charges, 10 minutes.
  • Totem of Charged Flames comes from the end of Call of Fire, reducing Lightning Bolt and Flame Shock costs by 5 mana. Our Enhancement build gains Shamanistic Focus at 20 for 45% cheaper shocks and shields. Restoration instead uses Water Shield to restore mana when hit.
  • Buy level-appropriate drinks from innkeepers: Ice Cold Milk from 5, Melon Juice from 15, Sweet Nectar from 25. Drink below one-third mana, alongside food.
  • From 20, use Totemic Recall when leaving an area to recall totems and recover a quarter of their mana cost.
Healing and staying aliveSelf-healing from level 1
  • Between fights, match heal rank to missing health: Healing Wave (rank 3) heals half as much as Healing Wave (rank 4), costs half as much mana, and casts faster (2.5 seconds versus 3). Mana per health is identical; savings come only from avoiding overhealing. Heal only below half health.
  • In combat, when about to die, use Lesser Healing Wave (from 20): fast but expensive.
  • Bandages heal without mana: First Aid is essential (Professions).
  • Place Stoneskin Totem at quest locations: each hit deals 4 less damage (7 less from 14). A third mob arrives? Replace it with Stoneclaw Totem; enemies chasing? Earthbind Totem. From 20, escape with Ghost Wolf.
  • Berserking speeds healing casts by 10%, useful in tough fights. Save Rapid Regeneration for safe breaks between fights.
  • From 30, Reincarnation revives you where you died. Requires an Ankh, sold by reagent vendors in game files, such as Horthus in Orgrimmar; Forever price unverified.
Travel: Ghost WolfMounts only from 40
  • Ghost Wolf from 20: +40% running speed, 3-second cast, outdoors only. Our Enhancement build gets 2/2 Improved Ghost Wolf by 20 for instant wolf usable indoors. Elemental and Restoration Dungeon Healer lack this talent; Restoration + Weapons gets instant wolf at 27. Until then, cast early, before combat.
  • Before 20, travel on foot: route planning, Hearthstone, flights, and death skips before 10 matter.
  • From 30, Astral Recall: a second Hearthstone with a 15-minute cooldown.
Talents 10–304 builds with talent trees and level-by-level order
This section in the leveling guide (Russian) →
Dungeons: what to collect beforehandQuests obtained far from the entrance, and your group role
Shaman group role at a glanceHeal, interrupt, dispel, place totems
  • Any tree can heal before 30. Use Healing Wave between packs and on the tank; from 20, Lesser Healing Wave handles damage spikes. Forever gear offers more healing power than Classic. Restoration heals best (builds under Talents); other trees should preserve mana and avoid attacking.
  • Interrupt with Earth Shock: stops a cast and locks the entire school for 2 seconds. Rank 1 interrupts identically to max rank for far less mana. Shocks share a 6-second cooldown; save it for casts, not damage.
  • Dispel and cure: Purge (12) removes an enemy buff such as a shield or HoT; Cure Poison (16) removes poisons; Cure Disease (22) removes diseases; Ancestral Spirit (12) resurrects after combat.
  • Group totems: Stoneskin Totem when the tank takes hits; Strength of Earth Totem with melee teammates; Tremor Totem (18) removes fear, sleep, and charm; Searing Totem during combat. Persistent buff totems last 5 minutes and reach 30 yards in Forever. From 20, Call of the Elements places the set in 3 seconds.
  • Threat: Earth Shock and Fire Nova generate plenty; Method says Forever's Fire Nova assigns threat to the shaman, not the totem. Avoid them in the opening seconds until the tank gathers everything.
  • Rapid Regeneration heals between fights without mana: move away from enemies and wait for damage-over-time effects to expire. Any action, movement, or damage interrupts the channel.
Ragefire Chasm13–18 · Orgrimmar, Cleft of Shadow · at 16 on this route
  • Hidden Enemies → Hidden Enemies - ThrallNo dungeon required, at 12: step
  • Hidden Enemies → Hidden Enemies → Hidden Enemies - ThrallGroup only, at 16: step
  • Slaying the Beast - Neeru FirebladeSame visit
  • Searching for the Lost Satchel and Testing an Enemy's Strength - Rahauro, Thunder Bluff; The Power to Destroy... - UndercityOff-route: you reach these cities after 20

Hidden Enemies rewards Axe of Orgrimmar for melee (16.1 DPS, requires two-handed axes: at 16), Hammer of Orgrimmar for a shield healer, or Staff of Orgrimmar for a caster. No group? Take none of these quests.

Wailing Caverns17–24 · the Barrens, west of the Crossroads
  • Deviate Hides and Deviate Eradication - at the entranceImmediately before the run: step
  • Smart Drinks - Mebok Mizzyrix, RatchetTurn in Raptor Horns first: step
  • Trouble at the Docks - Crane Operator Bigglefuzz, RatchetAny Ratchet visit from level 14
  • Serpentbloom - Apothecary Zamah, Thunder BluffFirst complete timed quest Apothecary Zamah: step
  • Leaders of the Fang - Nara Wildmane, Thunder BluffChain starts with The Forgotten Pools in the Crossroads. Reward: Bonebreaker (20.4 mace) or Crescent Staff for healing
  • The Glowing Shard → In NightmaresGlowing Shard drops from final boss Mutanus the Devourer

Druids of the Fang sleep players and heal themselves: Tremor Totem removes sleep, Earth Shock interrupts healing. Use Cure Poison against poisons. Bonebreaker requires two-handed maces, taught by Ansekhwa in Thunder Bluff.

Ruins of LordaeronNew · above Undercity · 15–24, quests 21–22
  • Rat'mael's Wrath - Deathguard Christoph, the post outside UndercityBefore the run, at the Ruins entrance: step
  • The Light's Justice and A New Plague - UndercityBefore the run, at 24: step
  • A Troubling Request - Tabitha Captiveheart, the SepulcherFirst Sepulcher visit: step

Rat'mael's Wrath rewards Forsaken Great Axe for melee (20.5 DPS, +8 Strength) or Necromancer's Crooked Staff for healers. Undead poison and spread disease, so Cure Poison and Cure Disease help here. Run it at 24.

Shadowfang Keep22–30 · Silverpine Forest
  • The Book of Ur - Keeper Bel'dugur, UndercityAt 22: step
  • Deathstalkers in Shadowfang and Arugal Must Die - the SepulcherFirst Sepulcher visit: step

Run it at 23–24. Deathstalkers in Shadowfang rewards Tanned Shoulderplates (leather, +3 Strength and +6 Intellect). Worgen casters and Arugal's mages cast spells; save Earth Shock for them.

Blackfathom Deeps24–32 · Ashenvale, the Zoram Strand
  • Trouble in the Deeps - Tsunaman, Sun Rock RetreatAt 27, even without a group: step. Required to unlock Allegiance to the Old Gods
  • The Essence of Aku'Mai and Amongst the Ruins - Je'neu Sancrea, Zoram'garOn the day of the run: step
  • Blackfathom Villainy - inside the dungeonTurn in at Thunder Bluff: step

Baron Aquanis: Dreamer's Chestguard for melee (+10 Strength), Witch's Finger for healers. Blackfathom Villainy: Cultist Battle Bracers for melee, Arctic Buckler for healers. Water Breathing helps underwater (22, requires Shiny Fish Scales).

Razorfen Kraul25–30 · southern Barrens · optional
  • Willix the Importer - inside Razorfen KraulGroup only, at 29–30: step
  • A Vengeful Fate - Auld Stonespire, Thunder BluffFrom 29, if you already have a group: step
  • Blueleaf Tubers - Mebok Mizzyrix, RatchetYou visit Ratchet only once after 20 (step); the quest would sit in your log for many levels, and the route does not return for turn-in. Skip it

Willix the Importer: Tiger Band for melee (+5 Strength), Snake Hoop for healers. Beta data says a new Forever shaman chain, Elemental Aid, also leads here after 30, targeting Charlga Razorflank.

This section in the leveling guide (Russian) →
Professions and campingWhat to pick, where to train, and what to gather - through level 30
How to learn for free
Trainers
  • Razor Hill: Krunn for Mining, Rawrk for First Aid, Cook Torka for Cooking through Survival Basics: Cooking.
  • Orgrimmar: Makaru for Mining, Thuwd for Skinning, Karolek for Leatherworking, Saru Steelfury for Blacksmithing, Arnok for First Aid.
  • Apprentice caps at 75. Journeyman requires skill 50 and caps at 150. Expert requires skill 125 and caps at 225.
Camping (new in Forever)
  • Unlocked through Seeking Adventure → The Great Outdoors → Survival Basics: Cooking. Brakk south of Razor Hill teaches campfire rest; Cook Torka teaches Cooking (step).
  • Brakk also offers profession Survival Basics quests: Mining (turn in to Krunn), Skinning (Thuwd, Orgrimmar), and First Aid (Rawrk). These teach camping buff items once your skill is high enough.
  • One-hour camp buffs: miner's lodestone (+attack power), skinner's chair (+2% crit), First Aid kit (+Stamina), herbalist's candle (+Intellect, also attack power with Mental Dexterity). They do not stack with similar class buffs; Russian client names may differ.
  • Sit beside any campfire for a minute, even someone else's, for a one-hour buff.
Cooking and First Aid
  • In Forever, all cooked food grants +5% experience from kills for 15 minutes - keep it active.
  • Bandages heal without mana: Linen Bandage from Linen Cloth, Heavy Linen Bandage from skill 40, then wool. First Aid also makes healing potions in Forever.
What to gather
  • 1–20: Light Leather and Light Hide from beasts, Copper Ore for auction; Linen Cloth and Wool Cloth for bandages.
  • 20–30: Medium Leather from skinning, Tin Ore from Hillsbrad and Ashenvale hills.
  • New in Forever: Durotar Supply and Logistics camp near the Crossroads. Fill found crates with ore or hides, then exchange them for currency to buy Strength and Agility fighter leather patterns, good gear for two-handed shamans.
Money
  • Sell gray items at every stop; auction ore, hides, and cloth in Orgrimmar.
  • Do not buy a vendor weapon when a quest reward is only 1–2 levels away (see Shaman).
  • Shaman training through 30 costs around 21 gold, including 16 at 22–30. Aim to save around 10 gold by 30; riding at 40 will probably cost around 100 gold as in Classic.
This section in the leveling guide (Russian) →
What is new in Forever?Only changes relevant to this route
What remains unchanged
  • Old Durotar, Orgrimmar, and Barrens quests remain, with the same coordinates and experience requirements per level.
  • Troll shaman class quests are unchanged from Classic according to Wowhead Forever. Two additions: Call of Fire now also rewards Totem of Charged Flames; Call of Water awards 185 experience (none in Classic). Other new Forever troll shaman quests exist before 30 but are far off-route: Wowhead lists two from 18 in Alterac Mountains and Duskwood, and a chain from 30 beginning in Thousand Needles (step).
  • No new Horde flight paths for 1–30. Hearthstone cooldown remains one hour.
  • Mounts still unlock at level 40.
Durotar and Orgrimmar
  • Durotar: 18 new quests. The Valley: Abandoned Weapons; the south: Too Many Legs, Lost in the Shadows, Forgotten Loa Idols, Subjugating Pendants, Bloodtalon Matriarch, Ukor's Lost Satchel; Razor Hill: For Honor, Biting Fruit, and The Missing Hand → Danger from the Depths → Danger from the Depths → Danger from the Depths; the north: A Brewing Storm → Stormy Potential, Galikor's Hoof.
  • Orgrimmar: five level-15 city quests with no combat - Lunch on Schedule → Favorite Food, Stones for Rest, Yelmak's Surprise → Hasty Vuut. Around 4 thousand experience.
  • Camping starts with a journal in the Valley of Trials (Seeking Adventure); Brakk waits at the campfire south of Razor Hill.
New at 20–30
  • The Barrens: elite Chol'aruk the Vulture and Falsely Accused, Name Cleared (both require a partner), Her Name Is Olgra; Stone Steps at the Field of Giants begins a chain to Stonetalon Mountains.
  • Stonetalon Mountains: Bloodfury Trinkets from Bloodfury harpies, Paint Pigments at Mirkfallon Lake. Ashenvale: Never Coming Back → A Void Path.
  • Silverpine Forest: Watching the Roads and Stop the Infection. Hillsbrad: Helping the Scouts → Valuable Locations.
  • Ruins of Lordaeron: new dungeon above Undercity, 6 bosses in any order. Stargazer Mesa in Mulgore has a new Earthen Ring camp, three level-30 quests, and new shaman trainer Palah Thunderhoof.
Shaman in Forever
Troll racial abilities
  • Berserking: +10% attack and casting speed for 10 seconds, 3-minute cooldown. Use against tough opponents when you can attack continuously.
  • Rapid Regeneration: 50% maximum health over 6 seconds, 3-minute cooldown. Any movement, action, or damage interrupts the channel; use safely between fights.
  • Regeneration: 20% faster health regeneration, with 20% of normal regeneration continuing in combat. October 15 beta change; older guides still say 10%.
  • Beast Slaying: +5% damage against beasts, useful against Durotar tigers and Barrens striders, zhevras, and raptors.
  • Racial bow and throwing skill bonuses were removed in Forever. Trolls have no separate axe bonus.
PvP and rulesets
  • Choose a ruleset: Normal makes PvP voluntary (/pvp); PvP flags you automatically in contested and enemy zones; Roleplay works like Normal.
  • Horde territory on the 1–20 route: Durotar and the Barrens. Contested: Stonetalon Mountains (from 18), then Hillsbrad, Ashenvale, and Thousand Needles.
  • Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20, and new Darkspear Islands (15 versus 15) from 30. Testers report only the level-30 battleground is open in beta.
  • Shaman advice: save Earth Shock for interrupts; rank 1 stops healing and fear just like max rank. Purge counters priest shields and paladin blessings. Tremor Totem removes fear from 18. Against rogues and warriors, slow them, create distance, and heal behind cover. Save Rapid Regeneration for a safe break, since incoming damage interrupts regeneration.
Experience and conveniences
  • Cooked food grants +5% experience from kills. Camping buffs, tents, and bedrolls are available.
  • Dungeon quests award 2–3 times the experience of regular quests.
  • No automatic dungeon finder - only a listing board; meeting stones do not summon.
  • The Legacy System unlocks account-wide bonuses when your first character reaches 25.
  • Playing with friends who speak another language? Select the same preferred language under Languages and Communication to meet more often in the same world.
This section in the leveling guide (Russian) →
Tips and common mistakesHearthstone settings, dangerous mobs, and things to remember
Lvl.Key pointDo not miss
1–4Rune-Inscribed Tablet, Rockbiter Weapon, Short StaffSave boar meat for Cooking
4–6Earth Totem: Call of Earth → Call of Earth → Call of EarthDrink sapta at Spirit Rock
5–7Walking Stick in Sen'jinWait until 9 for the elite spider by the road
7–9Set Hearthstone to Razor Hill; Lightning Shield and Stoneclaw Totem at 8Keep The Admiral's Orders until Orgrimmar
10Flame Shock, Strength of Earth Totem; Call of Fire → Call of Fire → Call of FireThe shrine trail starts by the river
11Securing the Lines: Blemished Wooden Staff; Reagent Pouch near Drygulch RavineThe pouch drops only while Call of Fire is in your quest log
12Orgrimmar: Quarter Staff, trainer, city questsHidden Enemies: insignia in Skull Rock
13Fire Tar on Thorn Hill → Searing Totem and Totem of Charged FlamesSet Hearthstone to the Crossroads
16Orgrimmar: Rockbiter Weapon, two-handed axe skill, Ragefire ChasmThe Orgrimmar meat delivery chain is for orcs and trolls only
17–18Get the Camp Taurajo flight pathApothecary Zamah is timed - group only
19–20Serena Bloodfeather: Zhovur AxeTurn in The Elder Crone and Kaya's Alive at 21–22
20Orgrimmar: Ghost Wolf, Totemic Recall, Call of Water; Battle AxeTrain level-18 and 20 skills in one visit
21Islen Waterseer near Ratchet, Brine: Brown WaterskinChol'aruk the Vulture and Falsely Accused, Name Cleared require a partner
22Thunder Bluff: The Elder Crone → Forsaken Aid → Journey to Tarren Mill, Totemic ProjectionFrom Taurajo, travel as a wolf: no flight path yet
23–25Shadowfang Keep and Ruins of Lordaeron with a group; Forsaken Great AxeSet Hearthstone to Undercity
25Red Waterskin in Tarren MillStay out of Dun Garok (28–30)
26Orgrimmar: Rockbiter Weapon, Magma Totem; Merciless AxeTrain level-24 and 26 skills in one visit
28Blue Waterskin in Ashenvale; trainer in Thunder BluffAstranaar is nearby - Alliance guards
30Windfury Weapon, Reincarnation, Astral Recall; Call of Air rewards Air TotemAnkh: required for Reincarnation
30+Water Totem: Silverpine Forest → Water Totem and Healing Stream TotemHealing dungeons? Go as soon as you reach 30
Hearthstone
  • 1: Valley of Trials. Around 7.5: Razor Hill; northern Durotar and the first fire-totem circuit need no Hearthstone, and you can walk back from Orgrimmar. Around 12.8: the Crossroads until level 22. Around 22.6: Undercity, to hearth to the zeppelin after Hillsbrad (step). Around 27.6: Splintertree Post (step). Around 29.8: Freewind Post (step); Astral Recall also returns you there from 30.
  • Use death skips for short distances. Almost free before 10; from 11, Resurrection Sickness and −25% durability.
  • From 30, your second Hearthstone is Astral Recall, with a 15-minute cooldown.
Dangerous mobs
  • Durotar: elite spider Ukor's Bane (8), elite lizard Galikor (12), elite giant Young Aggor (11), Fizzle Darkstorm (12), Gazz'uz (14), Minor Manifestation of Fire (12, fire totem quest).
  • The Barrens: Barak Kodobane, Hezrul Bloodmark and guards, Baron Longshore (16), Serena Bloodfeather (20); Burning Blade casters stand in pairs on Dreadmist Peak.
  • Stonetalon Mountains: Grimtotem Sorcerers and Grundig Darkcloud; at 21–22, elite Besseleth with a partner; at 27, rare elites Sorrow Wing (27) and Sister Riven (28).
  • 20–30: Chol'aruk (elite 20) with elite guards and Falsely Accused, Name Cleared (elite marauder 23) require a partner; Dun Garok dwarves are 28–30 in Hillsbrad, with ranged riflemen; in Ashenvale, Eck'alom (27) stuns for 15 seconds, while Sharptalon (31) should wait until 31+.
Common mistakes
  • Killing Thorn Hill Razormanes or Drygulch Ravine cultists before taking Call of Fire: tar and pouch drop only while the quest is in your log.
  • Selling Earth Totem or Fire Totem: their element's totems cannot be placed without them.
  • Leveling with Lightning Bolt at 1–20: it is even weaker than Classic in Forever. Swing your weapon; Lightning Bolt is only for pulling.
  • Placing a totem for every mob: Forever totems last 5 minutes with 30-yard range. Place them for an area and recall with Totemic Recall when leaving (from 20).
  • Using Searing Totem and Fire Nova near another camp pulls extras.
  • Using high-rank Earth Shock to interrupt: rank 1 interrupts identically for far less mana.
  • Using a green spell-power staff in melee: a same-level white vendor staff hits harder.
  • Choosing an axe reward without the skill: learn two-handed axes from an Orgrimmar weapon master; new skill starts at 1.
  • Using Flametongue Weapon before 30: Rockbiter Weapon is stronger on any weapon.
  • Leaving Totem of Charged Flames unequipped in your bags.
  • Training Mana Spring Totem and Poison Cleansing Totem before obtaining Water Totem: water totems cannot be placed without it.
  • Taking dungeon quests for later without a group clutters your log. No group? Do not take them.
This section in the leveling guide (Russian) →
AddonsWhat to install from CurseForge: only addons with a Forever version
For shamans
  • Forever's built-in totem bar already shows active totems and their duration; right-click recalls a totem. These addons fill remaining gaps.
  • Alchemy_ShamanTotemTimers adds countdown numbers directly to the built-in totem bar. Colors change as time runs out; icons pulse for the final 5 seconds. Made for Forever (1.60.1 file), currently fewer than 300 downloads.
  • Shaman Alert Forever reminds you which element's totem is missing and when Lightning Shield expires, optionally with sound. Preview with /sa test; list commands with /sa help. Forever 1.60.1 file dated October 9; it does not yet detect shield loss in combat.
This section in the leveling guide (Russian) →

Frequently asked questions

Is shaman beginner-friendly?

Yes, if buttons do not scare you. Shamans forgive mistakes through self-healing and Ghost Wolf escapes from 20. The harder part is watching mana and placing totems before combat.

Which talent tree should I level?

Choose Enhancement with a two-hander, as almost every beta guide recommends. Take Shamanistic Focus at 20 and Stormstrike at 25, although its beta tooltip still says 40. Elemental drinks often before 30, when its main new button, Lava Burst, unlocks; one tester recommended putting a caster's first 11 points into Restoration, but that advice predates Lava Burst moving to the 21-point talent slot. Reset talents at a capital shaman trainer.

Why level with a weapon instead of Lightning Bolt?

Because mana runs out before the mobs do. Tooltips suggest Lightning Bolt deals a third less damage than Classic from 20, while Rockbiter Weapon lasts an hour and costs no mana during combat. Lightning Bolt pulls, shocks finish or interrupt, and your mace does the rest.

Where do shamans get totems?

Class quests: earth at 4, fire at 10, water at 20, air at 30. Skyborne receive earth and fire on Zephris; leave without them and you must return. Dwarves have their own chains: earth and fire in Dun Morogh and Loch Modan, water across half the world, air in Arathi Highlands. Orcs, tauren, and trolls follow the Classic route. Never sell a totem item: that element's totems require it.

Can shamans tank?

Temporarily in small groups, according to Blizzard's own Enhancement description. Spirit Weapons grants parry; Rockbiter adds 30% threat; Earth Shock holds enemies on you. A dedicated tank role remains a forum request, so bring a warrior or druid for level-13–30 dungeons.

Are shamans good in PvP?

Shamans are durable and troublesome: Earth Shock interrupts, Purge strips shields, and Grounding Totem catches mage Polymorph from 30. They have little control, so duels depend on timely totems and Lightning Shield, which punishes attackers. Restoration healers get Nature's Swiftness at 30, making their next Nature spell instant for an immediate big heal.

Why does Alliance have dwarf shamans?

One of Forever's six new race/class combinations. Dwarf is Alliance's only shaman race: Classic shamans were Horde-only, with Alliance gaining draenei in The Burning Crusade. Blizzard has not explained why dwarves specifically. Trainers are in Dun Morogh and Ironforge; High Order Skyborne get mage instead of shaman.

Which race is best for shaman?

Beta tooltips put orcs ahead on paper: Blood Fury boosts attack and spell power, while Savage grants +1% crit with any weapon. Trolls level comfortably; tauren are durable with a stun; dwarves gain +2% critical damage and healing with any weapon. Windshapers now gain +3% attack and casting speed and have their own island and totem quests. Racials changed on October 15, so older rankings miss the new bonuses.

Were shamans nerfed in Forever?

Partly. Higher-rank lightning, shocks, and heals are weaker than Classic; Elemental Mastery returned redesigned on October 15. In return, gear has more spell power, totems and weapon imbues are easier to manage, Stormstrike and Mana Tide Totem arrive earlier, and new talents were added. Testers still complain shamans got nothing; beta does not yet allow raid testing.