19 Shaman - Caster
At this level the Shaman has fewer spells than most classes, but almost all of them earn their place. This guide builds a caster: Intellect and Stamina…
At this level the Shaman has fewer spells than most classes, but almost all of them earn their place. This guide builds a caster: Intellect and Stamina…
Blood Fury — Short cooldown, large burst window. The best Rogue racial here.
Hardiness — Passive stun resistance — always on, nothing to forget.
Berserking — Attack speed when things are going badly.
Regeneration — Real survivability, better paired with a regen buff.
Will of the Forsaken — One of the best PvP racials in the game for a CC target.
Shadow Resistance — Blunts Priests and Warlocks.
Cannibalize — A weak free bandage — usable in stealth.
Stoneform — Counters bleeds from Rogue, Warrior and Hunter, and adds armour briefly.
Frost Resistance — Useful against Frost Mages, little else.
Find Treasure — Twinking is expensive; every edge helps.
Escape Artist — Counters the CC of four other classes.
Engineering Specialization — Access to gadgets other races can't reach yet.
Perception — Spot other Rogues and Druids while they can't spot you.
Sword Specialization — Passive hit chance if you run swords.
Quickness — Flat dodge increase.
Shadowmeld — No cooldown share with Stealth — restealth instantly, and eat or drink safely.
Get it early and raise it fast. Bombs and dynamite give you damage when your mana is empty, and the goggles are the best head piece before the fishing hat.
Disenchant unwanted greens and trade the materials to a high-level enchanter for your own enchants.
Worth it only if someone supplies the herbs for your potions and elixirs.
Makes the Deviate Scale Belt, if you have a leather supplier.
No use to a Shaman twink. Mining only if it feeds your Engineering.
First Aid — Bandages save mana. Get to 225 for Mageweave bandages.
Fishing — The way to the Lucky Fishing Hat and Nat Pagle's boots, and a good source of gold.
Cooking — Only for the Well Fed bonus; otherwise sell your meat and fish on the Auction House.
Convection makes your shocks and bolts cheaper, Earth's Grasp makes Earthbind Totem sturdier, and Call of Flame adds damage to your fire totems.
The simple version: Convection for cheaper spells and Concussion for more damage from your shocks and Lightning Bolt.
One battle and one guardian elixir at a time. They vanish when you die.
One potion per fight; they share a cooldown.
At this level the Shaman has fewer spells than most classes, but almost all of them earn their place. This guide builds a caster: Intellect and Stamina gear, two instant shocks with short cooldowns for burst, Lightning Bolt in between, and totems to slow enemies and shrug off crowd control. A Shaman is Horde only.
Several pieces are world drops with a small chance and a random suffix (you want "of the Eagle"), so check the Auction House often instead of farming for days. A Shaman also heals well enough to keep themselves and a teammate alive.
#showtooltip Healing Wave /cast [target=player] Healing Wave
#showtooltip Tremor Totem /cast Tremor Totem
| Situation | Use | Why |
|---|---|---|
| An enemy starts a cast | Earth Shock | Instant damage that also interrupts the spell. |
| You want the most damage | Flame Shock | Your strongest spell, instant, on a short cooldown. |
| Nothing is on cooldown | Lightning Bolt | Steady damage for its mana cost. |
| Your team is being feared | Tremor Totem | Clears fear from everyone near it. |
| Enemies are chasing a teammate | Earthbind Totem | Slows everyone around it. |
| An enemy has a strong buff | Purge | Removes it; Arcane Intellect on a Mage is a good target. |
A Shaman works best with a clear job in the group, but don't be afraid to switch: heal when the healer is down, finish a weak target with a shock, or drop a totem for the melee.
Open with Flame Shock, interrupt with Earth Shock, and fill the gaps with Lightning Bolt. Keep Lightning Shield up; many players keep hitting a shielded Shaman and pay for it.
Cure Poison counters Rogues and Hunter stings, and Ancestral Spirit has no cooldown, so if you survive a fight you can bring the whole group back.
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