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World of Warcraft: Warlords of Draenor Signature Series Strategy Guide CHARACTER CLASSES

Shaman

Shaman

Shaman are masters of the elements. They are able to deal lightning and fire to foes at range with the Elemental specialization, or deal damage up close with lightning and wind with the Enhancement specialization. Alternatively, they can heal allies with nature and water spells with the Restoration specialization.

Shaman provide totems, allowing the player to deploy various unique effects, often with a short duration. These can range from smart heals like Healing Stream to utility abilities like Grounding or Tremor totem. They also have the Grace of Air passive aura, granting additional haste and mastery to allies within 100 yards. The most notable group ability is Bloodlust/Heroism, increasing the haste of all party members by 30% for 40 seconds.

Shaman can also summon temporary elemental pets to assist them. The normal versions will simply assist the player with their current target. However, by taking the Primal Elementalist talent at level 90, these pets will be upgraded with a full pet command bar and additional abilities.

Class Abilities and Resources

Like other spell casting based classes, Shaman use mana to cast spells. Mana management is important to Restoration Shaman, and mana regeneration can be improved with additional Spirit. Elemental and Enhancement Shaman also use mana, but they have secondary resources to manage and mana use should not be an issue with their default spell set.

Elemental Shaman gain Lightning Shield charges up to 15 (20 with the perk Improved Lightning Shield). These extra charges can be expended by casting Earth Shock to trigger Fulmination. This expends all but one of your current Lightning Shield charges in a single attack against the enemy target.

Enhancement Shaman gain Maelstrom Weapon charges from melee attacks. This decreases the cast time and mana cost of a castable spell like Chain Lightning, Lightning Bolt, or Healing Surge by 20%. As it can stack up to 5 times, it can make the spell cast instant and cost no mana. If used on a healing spell, it also increases the amount healed by 10% per charge.

Restoration has Water Shield, which increases passive mana regeneration as well as restoring a fixed amount when hit. This is useful because Restoration is the only Shaman specialization to actively manage mana. In addition to Water Shield, Restoration also gains a fixed amount of mana from healing critical strikes via the Resurgence passive. This makes Critical Strike Rating an important mana regen stat in addition to Spirit.

Totems

In addition to these, all three specializations have access to totems. Totems are essentially stationary short duration pets that perform a specific function. These can range from Searing Totem which attacks your target, Earthbind which snares enemies, or Healing Stream which heals you and your allies. Longer cooldown totems include the Elemental totems which summon a Greater Earth or Fire Elemental to fight by your side.

Totems also allow Shaman to summon Greater Elementals as temporary pets for 1 minute, with a 5 minute cooldown. These Elementals grant Shaman additional damage or utility while they are alive. The Earth Elemental acts as a tank, generating threat against hostile targets so they take damage rather than their owner. The Fire Elementals only focus is to deal damage, either via Fire Blast or melee hits. The Storm Elemental Totem talent summons a Greater Storm elemental that provides additional damage too, but it also converts a portion of the damage to healing on nearby party members.

Non-Specialization Abilities

Name

Level

Icon

Description

Lightning Bolt 1

Fires a bolt of lightning at the target, dealing Nature damage.
Primal Strike 3

An instant weapon strike that causes Physical damage.
Healing Surge 7

Heals a friendly target for a moderate amount.
Lightning Shield 8

The caster is surrounded by a reactive lightning barrier. When an attack hits the caster, the attacker will be struck for Nature damage. This effect may only occur once every few seconds. Lasts 1 hour.
Flame Shock 12

Sears the target with fire, causing Fire damage and then additional Fire damage over 30 seconds.
Purge 12

Purges the enemy target, removing 1 beneficial Magic effect.
Ancestral Spirit 14

Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Cannot be cast when in combat.
Ghost Wolf 15

Turns the Shaman into a Ghost Wolf, increasing speed by 30%.
Searing Totem 16

Summons a Fire Totem at the feet of the caster for 1 minute that repeatedly attacks an enemy within 25 yards with fire damage.
Wind Shear 16

Disrupts the target’s concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 3 seconds.
Cleanse Spirit 18

Removes all Curse effects from a friendly target.
Frost Shock 22

Instantly shocks an enemy with frost, dealing Frost damage and reducing the target’s movement speed by 50%. Lasts 8 seconds.
Water Walking 24

Allows the friendly target to walk across water for 10 minutes. Any damage will cancel the effect.
Earthbind Totem 26

Summons an Earth Totem at the feet of the caster for 20 seconds that slows the movement speed of enemies within 10 yards.
Chain Lightning 28

Hurls a lightning bolt at the enemy, dealing Nature damage and then jumping to additional nearby enemies. Affects 3 total targets.
Healing Stream Totem 30

Summons a Water Totem at the feet of the caster that heals an injured party or raid member within 40 yards every 2 seconds. Lasts 15 seconds.
Totemic Recall 30

Returns your totems to the earth, refunding 25% of their mana cost.
Reincarnation 32

Allows you to resurrect yourself upon death with 20% health and mana. 30 minute cooldown.
Astral Recall 34

Yanks the caster through the twisting nether back to their hearthstone location.
Far Sight 36

Changes the caster’s viewpoint to the targeted location. Lasts 1 min. Only usable outdoors.
Grounding Totem 38

Summons an Air Totem at the feet of the caster that will redirect one harmful spell cast on a nearby party member to itself, destroying the totem. Will not redirect area of effect spells. Lasts 15 seconds.
Mail Specialization 40

Allows the player to equip Mail armor items.
Mail Specialization 50

Increases the player’s primary attribute by 5% while wearing Mail in all armor slots.
Tremor Totem 54

Summons an Earth Totem at the feet of the caster that shakes the ground around it for 10 seconds, removing Fear, Charm and Sleep effects from party and raid members within 30 yards.
Earth Elemental Totem 58

Summons an Earth Totem at the feet of the caster, calling forth a Greater to protect the caster and their allies. Lasts 1 minute.
Healing Rain 60

Healing rains blanket the area targeted by the Shaman, restoring health to up to 6 allies in the area over 10 seconds.
Capacitor Totem 63

Summons an Air Totem at the feet of the caster that gathers electrical energy from the surrounding air and then explodes after 5 seconds to stun all enemies within 8 yards for 5 seconds.
Fire Elemental Totem 66

Summons a Fire Totem at the feet of the caster, calling forth a Greater Fire Elemental to rain destruction on the caster’s enemies. Lasts 1 minute.
Bloodlust/Heroism 70

Increases haste by 30% for all party and raid members within 100 yards. Lasts 40 seconds. Allies receiving this effect will become Sated and be unable to benefit from Bloodlust, Heroism or Time Warp again for 10 minutes.
Hex 75

Transforms the enemy into a frog. While hexed, the target is incapacitated and cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 1 minute. Only one target can be hexed at one time. Only works on Humanoids and Beasts.
Grace of Air 80

Empowering winds swirl around the Shaman, granting all nearby party and raid members 550 Mastery and 5% Haste.

Talents

Talent

Icon

Description

Notes

Level 15 Tier

Nature’s Guardian

Attacks that bring your health below 30% increase your maximum health by 25% for 10 sec, and reduce your threat toward the attacker. Cannot occur more than once every 30 sec. Works passively, so it’s good for saving you when you need it most. Good for PvP and PvE.
Stone Bulwark Totem

Summons an Earth Totem at the feet of the caster for 30 sec, granting the caster a shield absorbing damage for 10 sec, and additional damage every 5 sec. Handy for mitigating low but sustained damage.
Astral Shift

Shift partially into the elemental planes, taking 40% less damage for 6 seconds. Has a longer cooldown than the other two talents. Is more suited towards mitigating high burst damage in a short timeframe.

Level 30 Tier

Frozen Power

Your Frost Shock now also roots the target in ice for 5 sec. Elemental: Useful for immobilizing foes, but as Frost Shock shares a cooldown with Earth & Flame Shocks it can reduce your damage output.Enhancement and Restoration: Useful for immobilizing foes, but remember that diminishing returns won’t allow you to immobilize them for long on subsequent hits.
Earthgrab Totem

Summons an Earth Totem at the feet of the caster for 20 seconds. The totem pulses every 2 seconds, rooting all enemies within 10 yards for 5 seconds. Enemies previously rooted by the totem will instead suffer 50% movement speed reduction. Replaces Earthbind Totem. The root effect is useful verses a large group of foes, either for AoE damage or running away.
Windwalk Totem

Summons an Air Totem at the feet of the caster for 6 sec, granting raid members within 40 yards immunity to movement-impairing effects. Removes slows/roots and provides immunity for 6 seconds, making it very useful for certain PvE encounters & PvP teams.

Level 45 Tier

Call of the Elements

Resets the cooldown on all totems with a base cooldown shorter than 3 minutes. The usefulness of this talent comes down to what totems you want to use with a cooldown less than three minutes. This will include Earthbind, Grounding, Healing Stream and Tremor.
Totemic Persistence

Summoning a second totem of the same element no longer causes the first totem to be destroyed. May only have one extra totem at a time, and may not be a Fire totem. Persistence prevents the problem of overwriting one totem with another, e.g.: Earth Elemental with Tremor. It can be used to give a bit more flexibility with totem use so there is no waiting for one to expire before placing another.
Totemic Projection

Relocates your active totems to the specified location. This talent allows relocation of totems to a target area, very useful for placing something like Capacitor on a ranged target or relocating your active totems to another location after moving.

Level 60 Tier

Elemental Mastery

Elemental forces empower you with 30% haste for 20 sec. Combine with Ascendance and other cooldowns for maximum effect.
Ancestral Swiftness

Increases haste and attack speed by 5% at all times. When activated, your next Nature spell with a base cast time less than 10 seconds becomes instant. The on-use ability allows one spell to be instant cast. Note: does not affect spells like Ancestral Spirit or Astral Recall.
Echo of the Elements

Elemental: Your spells and abilities have a chance to cause your next Lava Burst, Frost Shock, or Earthquake not to incur its cooldown.Enhancement: Your spells and abilities have a chance to cause your next Lava Lash, Stormstrike, or Fire Nova not to incur its cooldown.Restoration: Your spells and abilities have a chance to cause your next Riptide, Unleash Life, or Purify Spirit not to incur its cooldown. Sometimes causes a few of your abilities to not trigger their cooldown when cast.

Level 75 Tier

Rushing Streams

Your Healing Stream Totem now heals two targets at once for 15% additional healing. Is effectively a 150% throughput increase, but only if a second target is available.
Ancestral Guidance

For the next 10 seconds, 20% of your direct damage and healing is converted to healing on up to 3 nearby injured party or raid members. Ancestral Guidance can be useful as a group heal when taking AoE damage, but is not that effective as a solo self-heal.
Conductivity

Elemental and Enhancement: Your Lightning Bolt, Chain Lightning, Earth Shock, and Stormstrike increase the duration of your Healing Rain by 4 seconds, up to a maximum increase of 30 seconds.Restoration:Your Healing Wave, Healing Surge, and Chain Heal increase the duration of your Healing Rain by 4 seconds, up to a maximum increase of 30 seconds. Extends the duration of your Healing Rain, but only one can be active at a time.

Level 90 Tier

Unleashed Fury

Elemental: Empowers your Unleash Flame, causing it to also increase damage done with Lightning Bolt by 30% and with Lava Burst by 10% for 10 sec.Enhancement: Empowers your Unleash Elements, increasing damage taken by the target from your Lightning Bolt by 30% for 10 sec, and increasing your multistrike chance by 5% for 8 sec.Restoration: Empowers your Unleash Life, increasing the healing from your next single-target heal on that ally by 50%. Elemental: Improves the effectiveness of Unleash Flame, making it a part of the stationary single-target rotation.Enhancement: Improves the effectiveness of Unleash Elements.Restoration: Improves the effectiveness of Unleash Life.
Primal Elementalist

Your Earth, Storm and Fire Elemental Totems draw forth primal elementals 80% more powerful than regular elementals, with additional abilities, and acting directly under your control. Empowers your elemental pet totems, granting access to a pet bar and additional abilities.
Elemental Blast

Harness the raw power of the elements, dealing Elemental damage and increasing your Critical Strike, Haste, Mastery, or Multistrike (plus Agility for Enhancement Shaman) by 500 for 8 seconds.Also increases Restoration Shaman’s Spirit by 1000 for 8 sec. Elemental: Deals damage and grants a random secondary stat buff.Enhancement: Deals damage and grants a random secondary stat or Agility buff.Restoration: Deals damage and grants a random secondary stat buff in addition to Spirit.

Level 100 Tier (Elemental and Enhancement Shaman)

Elemental Fusion

Your Lava Burst and Lava Lash increase the damage of your next Shock by 40%, stacking up to 2 times. A nice damage increase for shocks. Multiplies with Unleash Flame for extra damage.
Storm Elemental

Summons an Air Totem at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind at the caster’s enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15 yards for 100% of the damage dealt, split evenly. Lasts 1 min. Acts as a second damage elemental, with some low raid healing. Also gains a runspeed aura with Primal Elementalist.
Liquid Magma

Empowers your current Fire Totem with the power of lava, causing liquid magma to erupt from it toward random enemies within 40 yards every 0.5 sec for 10 sec. Each glob of liquid magma deals Fire damage to all enemies within 4 yards. Functions both as a single target and AoE damage cooldown. Remember to have a Fire Totem up for the 10-second duration.

Level 100 Tier (Restoration Shaman)

Cloudburst Totem

Summons a Water Totem at the feet of the caster for 15 seconds that collects power from all healing spells & their multistrikes. When the Cloudburst Totem is destroyed, replaced or expires, the stored power is released, healing all injured allies within 40 yards for a total of 20% of all healing done while it was active, split evenly between them. Use at the start of a phase of heavy AoE damage to take advantage of cooldowns and help top off the raid.
Storm Elemental

Summons an Air Totem at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of wind at the caster’s enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15 yards for 100% of the damage dealt, split evenly. Lasts 1 min. Acts as a second damage elemental, with some low raid healing. Also gains a runspeed aura with Primal Elementalist.
High Tide

Your Chain Heal also bounces to up to 2 additional targets affected by your Riptide, and no longer diminishes in power with each bounce. Improves the raid healing from Chain Heal. More useful for sustained raid healing over the burst healing of the other level 100 talents.

Elemental

Elemental is the spell casting damage specialization. It uses Fire and Nature spells like Lava Burst or Lightning Bolt to deal damage from a distance. Elemental has increased critical damage strikes, an area of effect knockback in Thunderstorm, and transforms into a Flame Ascendant with the Ascendance cooldown.

Specialization Abilities

Ability

Level

Icon

Description

Earth Shock 10 Instantly shocks the target with concussive force, causing Nature damage.
Elemental Fury 10 Critical strikes deal 250% damage instead of the usual 200%.
Elemental Reach 10 Increases the range of your Lightning Bolt, Chain Lightning and Lava Burst spells by 10 yards, and increases the range of your Shock spells and Searing Totem by 15 yards.
Shamanism 10 Increases the damage of Lightning Bolt by 36% and Chain Lightning by 100%, reduces the casting time of Lightning Bolt by 0.5 seconds, and removes the cooldown from Chain Lightning.
Spiritual Insight 10 Increases your mana pool by 400%. Reduces the cooldown of Earth and Flame Shock spells by 1 second.
Thunderstorm 10 Calls down a bolt of lightning, dealing nature damage to all enemies within 10 yards, reducing their movement speed by 40% for 5 seconds, and knocking them back from the Shaman. This spell is usable while stunned.
Fulmination 20 While Lightning Shield is active, damage and multistrike damage from Elemental Blast, Lightning Bolt and Chain Lightning spells generate an additional Lightning Shield charge, up to a maximum of 15 charges (20 with the Improved Lightning Shield Perk). Casting Earth Shock will consume any charges beyond 1, dealing their total damage to the enemy target.
Lava Burst 34 You hurl molten lava at the target, dealing Fire damage. Lava Burst will always deal a critical strike.If your Flame Shock is on the target, Lava Burst will deal 50% additional damage.
Lava Surge 50 Your Flame Shock damage over time has a chance to reset the cooldown of your Lava Burst spell and cause your next Lava Burst spell to be instant.
Earthquake 60 You cause the earth at the target location to tremble and break, dealing Physical damage over 10 seconds to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets.
Shamanistic Rage 65 Reduces all damage taken by 30% for 15 seconds. This spell is usable while stunned.
Unleash Flame 81 Unleashes elemental forces of flame, increasing the damage dealt by the Shaman’s next Fire spell by 40%.
Spiritwalker’s Grace 85 Calls upon spiritual guidance, permitting movement while casting Shaman spells. This spell may be cast while casting other spells. Lasts 15 seconds.
Ascendance 87 The Shaman transforms into a Flame Ascendant for 15 seconds. While in this form, Lava Burst has no cooldown and Chain Lightning is empowered to become Lava Beam.
Elemental Overload 90 You have a 20% increased chance to multistrike. Your multistrikes deal 35% increased damage. You gain 5% more of the Multistrike stat from all sources.

Draenor Perks

Every other level while leveling up to 100, you receive a boost to an existing ability called a Draenor Perk. You learn one Draenor Perk randomly from this list each time. Once you get to 100, you will know them all.

Perk

Description

Enhanced Chain Lightning Each target struck by your Chain Lightning or Lava Beam increases the damage done by your next Earthquake by 40%.
Enhanced Unleash Your Unleash Flame ability also causes you to gain 30% increased movement speed for 4 seconds.
Improved Lightning Shield Lightning Shield gains 5 additional maximum charges, and Lava Burst and its multistrikes can now generate additional Lightning Shield charges through Fulmination.
Improved Reincarnation Increases the health that you Reincarnate with by an additional 50%.

Rotation

The idea with the Elemental rotation is to make sure Flame Shock is always up to get the 50% bonus to Lava Burst. Remember that Flame Shock gains up to an additional 30% of the maximum duration, based on the remaining time on the current DoT effect.

Secondly, use Earth Shock to expend Lightning Shield charges at around 15 charges or more, but use it after other spells like Elemental Blast or Lava Burst. This is to prevent wasting charge generation and also avoid delaying the hard-hitting short cooldown spells.

  • Ensure Flame Shock is on your target.
  • If talented for Unleashed Fury, cast Unleash Flame.
  • Cast Lava Burst if it is off cooldown.
  • If talented for Elemental Blast, cast it.
  • If at 15 or more Lightning Shield charges, cast Earth Shock.
  • Recast Flame Shock if it has 9 seconds or less remaining.
  • Cast Lightning Bolt for the primary filler spell.

Group Play

Elemental Shaman are great for dealing ranged damage, or frequently interrupting spell casts with Wind Shear. Have Hex handy to throw out a bit of extra crowd control if needed, but remember that it has a 45-second cooldown, so use it wisely.

Group Buffs

All Shaman provide the Grace of Air passive aura, which increases Haste and Mastery for all allies within 100 yards. They also have Bloodlust (Horde) or Heroism (Alliance) which increases party haste by 30% for 40 seconds. This is best used for finishing off a boss fight with an enrage, or burning through a particularly nasty encounter phase that is tied to the life percentage of the boss.

Preparing for High-End Content

When preparing for high-end content, look for mail armor items with a stat priority for Multistrike, then Haste. Try to get one-handed weapons with a shield where possible. This is because Elemental Shaman are one of only three specializations that can use Intellect Shields (the other two being Restoration Shaman and Holy Paladins). That said, using a staff or other off-hand items will be fine in most cases.

Avoid items with spirit or bonus armor as you will not benefit from these stats.

Enhancement

Enhancement is the up-close melee damage spec for the Shaman. They wield dual one-handed weapons, enhancing their strikes with elemental weapon attacks like Lava Lash or Stormstrike. They also cast short range spells like Flame or Frost Shocks. Enhancement Shaman have the ability to instantly cast spells with Maelstrom Weapon, reducing the cast time of spells like Lightning Bolt or Healing Surge by 20% per stack.

Specialization Abilities

Ability

Level

Icon

Description

Critical Strikes 10

Increases your chance to critically strike by 10%.
Lava Lash 10

You charge your off-hand weapon with lava, instantly dealing Fire damage to an enemy target and spreading your Flame Shock from the target to up to 6 enemies within 12 yards.
Dual Wield 10

You may equip one-handed weapons in your off-hand, and you have a chance to parry incoming frontal melee attacks.
Mental Quickness 10

Your melee attacks restore mana.
Flurry 20

Melee haste effects lower the cooldown and global cooldown of your Stormstrike, Lava Lash, Shocks, Unleash Elements, and Fire Nova.
Stormstrike 26

Strike an enemy, dealing Physical damage with your main-hand and off-hand weapons, granting you an additional 25% chance to critically strike that enemy with your Nature damage spells for 15 seconds.
Enhanced Weapons 30

You imbue your weapons with the power of wind and fire. Each of your main-hand weapon attacks has a 20% chance of triggering three extra attacks dealing 70% Physical damage. Each of your off-hand weapon attacks causes additional Fire damage, based on weapon speed.
Magma Totem 36

Summons a Fire Totem at the feet of the caster for 1 minute that causes Fire damage to creatures within 8 yards every 2 seconds.
Fire Nova 44

Ignites your Flame Shock spell on any nearby enemies, causing each of them to emit a wave of flames that deals Fire damage to every other enemy within 10 yards.
Maelstrom Weapon 50

When you deal damage with a melee weapon, you have a chance to gain an application of Maelstrom Weapon. Each application reduces the cast time and mana cost of your next Nature spell by 20% and increases its direct healing done by 10%. Does not apply to Ancestral Spirit or Hex. Stacks up to 5 times.
Feral Spirit 60

Summons two Spirit Wolves that aid the Shaman in battle, lasting 30 seconds. Spirit Wolves are immune to movement-impairing effects, and their attacks heal them and their master.
Shamanistic Rage 65

Reduces all damage taken by 30% for 15 seconds. This spell is usable while stunned.
Unleash Elements 81

Unleashes elemental forces of Flame and Wind, increasing the damage done by the Shaman’s next Fire spell by 40%, and increasing the Shaman’s attack speed by 60% for the next 6 seconds.
Ascendance 87

The Shaman transforms into an Air Ascendant for 15 seconds. While in this form, auto-attacks and Stormstrike become Wind attacks, bypassing armor, and having a 30 yard range.
Lightning Strikes 90

You gain 5% more of the Haste stat from all sources.

Draenor Perks

Every other level while leveling up to 100, you receive a boost to an existing ability called a Draenor Perk. You learn one Draenor Perk randomly from this list each time. Once you get to 100, you will know them all.

Perk

Description

Enhanced Unleash Your Unleash Elements ability also causes you to gain 30% increased movement speed for 4 seconds.
Improved Flame Shock When your Flame Shock deals damage over time you have a 15% chance to reset the cooldown of Lava Lash.
Improved Maelstrom Weapon Maelstrom Weapon now also causes your Nature spells to deal 10% additional damage per stack of Maelstrom Weapon.
Improved Reincarnation Increases the health that you Reincarnate with by an additional 50%.

Rotation

The Enhancement rotation is to use cooldown abilities in priority order, while using up Maelstrom Weapon charges whenever possible. This can either be as soon as possible when you have the maximum of five, or when you have more than one and everything else is on cooldown.

  • Cast Lightning Bolt if you have 5 charges of Maelstrom Weapon up.
  • Use Stormstrike.
  • Use Lava Lash.
  • Use Flame Shock if the Unleash Flame buff is up and Flame Shock is not on your target or has less than 9 seconds remaining.
  • Use Unleash Elements.
  • Use Frost Shock.
  • Refresh Searing Totem.
  • Cast Lightning Bolt if you have one or more Maelstrom Weapon charges.

Group Play

Enhancement Shaman are great for dealing damage up close or while on the move. They excel at frequent spell casting interrupts with Wind Shear. Have Hex handy to throw out a bit of extra crowd control if needed, but remember that it has a 45-second cooldown and that you can’t make it an instant cast with Maelstrom Weapon.

Group Buffs

All Shaman provide the Grace of Air passive aura, which increases Haste and Mastery for all allies within 100 yards. They also have Bloodlust (Horde) or Heroism (Alliance) which increases party haste by 30% for 40 seconds. This is best used for finishing off a boss fight with an enrage, or burning through a particularly nasty encounter phase that is tied to the life percentage of the boss.

Preparing for High-End Content

When preparing for high-end content, the priority is for items with Haste rating, followed closely by Mastery or Multistrike rating. Aim for slower one-handed Agility weapons, as these will help maximize damage from Windfury and Lava Lash hits. This is because both Stormstrike and Lava Lash are based on weapon damage, not weapon DPS. This means slower, harder hitting weapons are best for these two attacks, as well as Windfury procs.

Avoid necklaces, rings and cloaks with spirit or bonus armor, as these stats provide no benefit.

Restoration

Restoration is the Healing specialization for Shaman. They use water spells like Riptide, or nature spells like Chain Heal, Earth Shield, and Healing Wave to heal and defend party members. Spirit Link is used as a group damage reduction, while also balancing health pools among affected players. Restoration gains mana from spell critical strikes and turns into a Water Ascendant with the Ascendance cooldown.

Specialization Abilities

Ability

Level

Icon

Description

Meditation 10

You retain 50% of your mana regeneration from Spirit while in combat.
Riptide 10

Heals a friendly target with an additional amount over 18 seconds. Your Chain Heal spell is 25% more effective when the primary target is affected by your Riptide.
Spiritual Insight 10

Increases your mana pool by 400%.
Purify Spirit 18

Removes all Curse and Magic effects from a friendly target.
Water Shield 20

The caster is surrounded by globes of water, granting additional mana regeneration. When struck by a melee attack the caster regains additional mana. This effect can only occur once every few seconds. Lasts 1 hour. Only one of your Elemental Shields can be active on you at once. Replaces Lightning Shield.
Earth Shield 26

Protects the target with an earthen shield, increasing the effectiveness of Shaman healing spells on that target by 20%, and causing attacks to heal the shielded target. 9 charges. Lasts 10 minutes. This effect can only occur once every few seconds. Earth Shield can only be placed on one target at a time, and only one of your Elemental Shields can be active on you at once.
Lava Burst 34

You hurl molten lava at the target, dealing Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage.
Resurgence 40

Your direct heal criticals refund you mana.
Chain Heal 44

Heals the friendly target, then jumps to heal the most injured nearby targets. Healing is reduced by 10% after each jump.Heals 4 total targets.
Tidal Waves 50

When you cast Chain Heal or Riptide, you gain the Tidal Waves effect. This reduces the cast time of your next Healing Wave by 20%, or increases the critical effect chance of your next Healing Surge spell by 30%. 2 charges.
Healing Wave 60

Heals a friendly target.
Healing Tide Totem 65

Summons a Water Totem at the feet of the caster for 10 seconds. The totem pulses every 2 seconds, healing all party or raid members within 40 yards.
Spirit Link Totem 70

Summons an Air Totem at the feet of the caster. The totem reduces damage taken by all party and raid members within 10 yards by 10%. Every 1 second the health of all affected players is redistributed, such that all players are at the same percentage of maximum health. Last 6 seconds
Spiritwalker’s Grace 85

Calls upon spiritual guidance, permitting movement while casting Shaman spells. This spell may be cast while casting other spells. Lasts 15 seconds.
Ascendance 87

The Shaman transforms into a Water Ascendant for 15 seconds. While in this form, all healing done is duplicated and distributed evenly among nearby allies.
Purification 90

You gain 5% more of the Mastery stat from all sources.

Draenor Perks

Every other level while leveling up to 100, you receive a boost to an existing ability called a Draenor Perk. You learn one Draenor Perk randomly from this list each time. Once you get to 100, you will know them all.

Perk

Description

Enhanced Unleash Your Unleash Life ability also causes you to gain 30% increased movement speed for 4 seconds.
Improved Chain Heal Increases the healing on the primary target of your Chain Heal spell by 50%.
Improved Reincarnation Increases the health that you Reincarnate with by an additional 50%.
Improved Riptide Reduces the cooldown of Riptide by 1 second.

Rotation

Restoration does not have a set rotation, but rather a set of skills useful for different situations.

  • Chain Heal is good for healing up to 4 targets at once, with the additional jumps made to the most injured targets nearby. Use Riptide on the primary target beforehand to increase the healing to that target by 25%.
  • Earth Shield increases healing taken by the target, and also gives a small heal when that target is hit. Good to combine with the Chain Heal/Riptide combo mentioned above.
  • Healing Rain is the primary area-of-effect heal, creating a circle 10 yards wide that heals up to 6 allies standing in it.
  • Healing Tide Totem is a group healing cooldown, to be used when the party or raid takes a lot of damage.
  • Healing Surge and Healing Wave are the direct healing spells. Surge is quick but costly, used to get a quick heal out. Wave is slower and cheaper, used when time isn’t as critical, or mana conservation is an important factor.
  • Riptide is an 18-second heal-over-time, with a 6-second cooldown. Use either as a cheap top-off or to pre-heal an ally before using Chain Heal on them.
  • Spirit Link Totem is a defensive group cooldown, reducing damage taken by 10%. It also redistributes health among affected players, so that everyone is at the same proportional health percentage. Great when combined with Healing Tide Totem or with Healing Rain.

Group Play

Restoration Shaman fill the party healer role, removing Curses and Magic debuffs with Purify Spirit. They still have the ability for crowd control via Hex, and can even interrupt spells with Wind Shear. Restoration Shaman are also a bit sturdier than most healers, especially when they have a shield equipped.

Group Buffs

All Shaman provide the Grace of Air passive aura, which increases Haste and Mastery for all allies within 100 yards. They also have Bloodlust (Horde) or Heroism (Alliance) which increases party haste by 30% for 40 seconds. This is best used for finishing off a boss fight with an enrage, or burning through a particularly nasty encounter phase that is tied to the life percentage of the boss.

Preparing for High-End Content

When preparing for high-end content, collect mail armor with Mastery, followed by Critical Strike rating to take advantage of the mana restore passive Resurgence. Spirit is the mana regen stat, and it’s only available on cloaks, necklaces, rings, or trinkets.

For weapons, any one- or two-handed Intellect weapon will do. Aim for a one-handed weapon and a shield if possible, as Restoration Shaman are one of only three Intellect specializations that can equip shields (the other two being Elemental Shaman and Holy Paladins).