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Shaman Leveling: 1-29 Restoration

Today I give you the first of the Project High Heals leveling guides, focusing today on my Restoration Shaman, Bottledwatah. At the time of my writing this she is currently sitting in her low 40’s in level, with my Holy Priest at level 30 and likely to catch up with her fairly soon.

My Shaman’s focus for this project is generalization, she’s meant to participate in all aspects of leveling pretty evenly. So far she’s done a fairly good job with that, though I have slowed down somewhat on the BG queues and questing is definitely taking longer to do in the Resto spec. I’ll get into more detail on that later on in the article.

Playing a Restoration Shaman
The Resto Shaman has been a really interesting experience so far. While I was in my teens and 20’s I was both a fantastic healer as well as an exceptional damage dealer while in my Resto spec. It was rare to see me come out of BG without being at the top of the charts in several areas, including killing blows and damage done.

Healing dungeons with her is actually a lot of fun, and I like that the style of healing even comes off differently than all of the other healers. Earth Shield is a fantastic spell that’s similar to a Priest’s bubble (sort of) except that instead of preventing damage it heals the target after they receive damage. This is especially good because early on you only have access to one, long-cast healing spell so you really need those Earth Shield heals thrown in to keep your tank alive. With only a couple of heirlooms available (since I’m not on my main server), I’m not as fantastically OP as I would be otherwise, so I’m not bored when healing on my Shaman.

A question I see a lot when I mention that I’m leveling multiple healers right now is “how does Class X do on mana?” As far as the Shaman is concerned, there’s no such thing as mana issues. In an average dungeon where morons aren’t pulling extra mobs or doing stupid crap, it’s rare that I see my mana drop below 90% unless I decide to help kill things, which I often do. Even then, the only time I have ever run out of mana on her is when I fought a level 56 Rare Spawn at level 40, and I was almost 16 minutes into the fight when I ran out only because I was casting Flame Shock every cooldown and dropping fire totems to try to kill it. I’m sure I could have finished him off in another half hour or so even being OOM, but instead I had my wife come kill it for me since I was only passing through the zone anyway.

Resto-Specific Tips
Resto Shamans are great at staying high on mana (so far, at least) and their heals are really powerful. I find that I can pretty well constantly cast my Healing Wave while keeping Earth Shield up on my tank and never have mana issues. And, unless the tank is under-geared or has over pulled, he’s not going to die either. It’s not that Shaman heals are over powered though, it’s that things just flow really well and it’s easy to stay on top of it when you pay attention.

Playing a Resto Shaman isn’t boring though, because even though it’s easy to keep your tank alive, that does involve a lot of casting. I find that my Shaman is constantly casting but never running out of mana, while my Priest is only rarely casting but often goes OOM. Some of the talents I suggest further on in the article cause your heals to be more effective and/or cost less mana when combined with damaging spells like Shocks, and utilizing those talents help keep things more interesting without negatively impacting my performance.

As far as tips are concerned, always keep your shields up both on yourself and on your tank. I personally like to use the Power Auras [Curse link] addon to keep track of shields and charges, but use whatever works best for you to be sure you aren’t robbing your tank of heals or yourself of mana.

Also, don’t dismiss your melee potential simply because you’re a caster. I have a blast in PvP watching someone close into melee with me thinking that’s going to give them the advantage when all it really does is give me free heals from my Earth Shield and allow me to use Primal Strike to bash their faces and avoid getting spell locked. I still use Primal Strike for questing, PvP, and LFG as well.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 1-10

  • Lightning Bolt (1): Casts a bolt of lightning at the target for 39 to 43 Nature damage.
  • Primal Strike (3): An instant weapon strike that causes 10 additional damage.
  • Strength of Earth Totem (4): This totem increases the Strength and Agility of all party and raid members within 40 yards.
  • Earth Shock (5): Instantly shocks the target with concussive force, causing 49 to 51 Nature damage and reducing melee and ranged attack speed by 20% for 8 seconds.
  • Healing Wave (7): Heals a friendly target for 150 to 170.
  • Lightning Shield (8): The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.
  • Flametongue Weapon (10): Imbue the Shaman’s Weapon with fire, increasing total spell damage by 408(?).

Lightning Bolt is your bread and butter spam attack while you’re questing. Primal Strike is an instant melee attack that I really enjoy using as a caster. Even though Shamans have access to shields I like to use a staff instead because it has better melee damage while I’m questing while still having healing stats on it.

Strength of Earth Totem ends up being my most common Earth Totem so far, mostly because the other Earth totems don’t do jack for my spell casting and I’ve had a ton of non-casters in my LFG groups. Earth Shock is one of your bread and butter attacks, it’s an instant burst of damage which also provides a nice attack speed reduction to the target for a bit of additional survivability either for you or for your tank.

Healing Wave is your spammable heal, having a fairly long cast time but a reasonably low mana cost. I cast this one the most to keep my tanks topped off when Earth Shield charges aren’t enough to heal them on their own.

At level eight you receive Lightning Shield which you’ll use right up until you get Water Shield and then you can remove this from your bars for good. Flametongue Weapon is your weapon imbue of choice for the time being and will be until level 54. Wowhead tells me that 408 Spell Power is the value at level 29, but that sounds way too high to me so I think the numbers are wrong.

By choosing Restoration as your specialization at level 10 you receive all of the following:
Earth Shield: Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target. This effect can only occur once every few seconds. 9 charges. Lasts 10 minutes. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
Purification: Increases the effectiveness of your healing spells by 25%, and reduces the casting time of your Healing Wave and Greater Healing Wave spells.
Meditation: Allows 50% of your mana regeneration from Spirit to continue while in combat.
Mastery: Deep Healing: Increases the potency of your healing spells by 24%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases healing by up to an additional 3%.

Earth Shield is the biggest benefit, which of course is why they give it to you. It’s a fantastic spell and I love having it at such a low level. Purification is the standard buff for choosing any spec, increasing the effectiveness of what you do with the spec; however, it also reduces the cast time of Healing Wave which is pretty big. Meditation is just one of the mana factors that contributes to the Resto Shaman having such great mana management.

You won’t be able to benefit from Deep Healing any time soon, but it seems like a pretty decent buff to have once it does open up, making you more effective at healing targets that are low on health which is kind of the point.

Level 11-20

  • Ancestral Spirit (12): Returns the spirit to the body, restoring a dead target to life with 45% of maximum health and mana. Cannot be cast when in combat.
  • Flametongue Totem (12): This totem increases the spell power of all party and raid members within 40 yards by 6%. Lasts 5 minutes.
  • Flame Shock (14): Instantly sears the target with fire, causing 28 Fire damage immediately and 48 Fire damage over 18 seconds.
  • Ghost Wolf (16): Turns the Shaman into a Ghost Wolf, increaes speed by 30%. As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.
  • Wind Shear (16): Disrupts the target’s concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school form being cast for 2 seconds. Also lowers your threat, making the enemy less likely to attack you.
  • Cleanse Spirit (18): Removes one Curse effect from a friendly target.
  • Earthbind Totem (18): This totem slows the movement speed of enemies within 10 yards of the totem. Lasts for 45 seconds.
  • Healing Surge (20): Heals a friendly target for 299 to 341.
  • Healing Stream Totem (20): Summons a totem with 5 health at the feet of the caster for 5 minutes that heals party members every 2 seconds.
  • Water Shield (20): The caster is surrounded by 3 globes of water, graning 15 mana per 5 seconds. When a spell, melee or ranged attack hits the caster, mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.

Ancestral Spirit is how you resurrect those freaking punk DPS who feel like they can pull the entire instance with their face just because they’re a hunter/warlock with heirlooms on, when in fact they just fail at fulfilling their role. Not that I’m bitter or anything…

Flametongue Totem is great for spell casters, making it my primary Fire Totem. Flame Shock isn’t huge for us as Resto, but I do like to use it when I’m solo questing and on bosses in LFG. During large pulls I’ll also try to spread Flame Shock around to make use of Fire Nova, but only if I have a tank with good survivability. Since Resto does really well on mana at this level I don’t mind adding DPS into my rotation and my damage while solo is pretty low in a healing spec so I make use of Flame Shock quite a bit.

Ghost Wolf is a wonderful movement speed buff, allowing us to take on the form of a wolf to move faster. That second sentence in the description above means that you cannot go below 100% movement speed while in Ghost Wolf form. So you move at 130% normally with the buff, and you cannot be slowed below the 100%. Note that that applies to effects, not conditions, so you’ll still be slowed by things such as being in water. It can be used indoors which is fantastic, but it does have a cast time for Resto until you’re pushing 85.

Wind Shear is primarily used for its spell interrupting feature, though it does also reduce your threat in a group setting. I primarily use this on crowd control spells being cast on my party (like the Sleep spell cast by the Druids in Wailing Caverns) or to counter healing spells. In PvP you can use it on Player Pets that I haven’t generated threat against to cause them to stop attacking me. An experienced PvP player will quickly put them back on you, but you’d be surprised how many players don’t notice. Cleanse Spirit can remove Curse debuffs cast on you or your party, which is actually pretty common.

Earthbind Totem is somewhat situational. It’s a great totem for PvP, especially to slow Flag Carriers or pursuers of your Flag Carrier, or for allowing you to escape a deadly situation. In PvE it can slow mobs who run away when they’re low on health or it can be used to get some distance between you and your attackers to get a heal cast if you’re in danger of dying.

Healing Stream Totem is a decent AoE healing effect, but to be quite honest I almost never bother casting it at this level since only my tank should be taking damage anyway and if not then HST probably isn’t even to heal the damage they’re taking. Healing Surge on the other hand is a great, fast healing spell. It does have a high mana cost, though, so you don’t want to cast it any more than you have to and with your other healing abilities you should be fine casting it only during emergencies.

Water Shield is your primary shield for yourself, where Earth Shield is usually on your tank. For solo questing I switch back and forth between the two as needed.

Level 21-29

  • Frost Shock (22): Instantly shocks the target with frost, causing 46 to 48 Frost damage and slowing movement speed by 50%. Lasts 8 seconds. Causes a high amount of threat.
  • Water Walking (24): Allows the friendly target to walk across water for 10 minutes. Any damage will cancel the effect.
  • Chain Lightning (28): Hurls a lightning bolt at the enemy, dealing 55 to 61 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.
  • Fire Nova (28): Causes the shaman’s active Flametongue, Magma, or Fire Elemental Totem to emit a wave of flames, inflicting Fire damage to enemies within 10 yards of the totem.

Frost Shock is another spell that I mention primarily for its usefulness in PvP. In PvE it’s really only useful if you need to stop runners or when mobs are coming after you and the tank hasn’t taunted.

Water Walking is a cool utility spell that allows you to move on water. It’s great for certain PvP Battlegrounds and has some small usefulness in certain dungeons as well. For PvE can save you a little travel time prior to having a flying mount by letting you cut across water without being slowed down.

Chain Lightning is our first AoE spell, and an interesting one in that it’s more multi-target than AoE. You’ll only really use this one in LFG or perhaps in PvP, unless you’re a AoE crazed leveler like myself in which case you’ll use it all the time. If you do use this one often then you’ll want to be sure to use Water Shield to keep your mana supply high.

Fire Nova is our first literal AoE spell, dealing damage in a ring around targets with our Flame Shock debuff. You can have up to three Flame Shocks up at a time (due to it’s cooldown and duration) which will cause Fire Nova to burst in a ring around all three of them. In theory it’s a great AoE tool because a single spell is like three AoE’s in one, but in practice it kind of sucks since you have to have Flame Shock active for it to do anything and using Fire Nova damages the targets that have the debuff as well, so by killing targets you’re also killing your potential.

Leveling a Resto Shaman

  • Questing Single Mob: Lightning Bolt, Lightning Bolt, Earth Shock, Primal Strike, Lightning Bolt, Earth Shock
  • Questing Multi-Mob: Chain Lightning, Flame Shock, Lightning Bolt, Primal Strike, Flame Shock, Chain Lightning

Questing Single Mob
As a healer, you’re obviously missing the burst damage of a DPS spec, but that doesn’t mean you can’t still unleash some serious hurt. Start off with either a dual Lightning Bolt or a Lightning Bolt followed by a Chain Lightning to take advantage of your cast times without suffering pushback from being attacked. From there I usually stick to shocks and Primal Strike since I hate dealing with pushback while I’m trying to cast. If your damage isn’t all that great and mobs take a while to kill use Flame Shock instead of the first Earth Shock and consider casting Searing Totem right before you pull.

Questing Multi-Mob
If you know that your’e going to face multiple mobs, or multiple groups of mobs, go ahead and cast your totems before you get started on the actual combat. Just remember not to drop aggressive totems (like Searing) until you’re within range for it to hit your target(s) and you’re ready for combat to start.

Facing multiple mobs as Resto is both good and bad. On the one hand, Resto has crazy good survivability and you can easily take on multiple mobs. On the other hand, your damage is pretty weak so killing all of those mobs can take a long time. If you don’t mind a little sustained combat then go ahead and slay the masses, otherwise stick to single targets when you can.

If you do want to face multiple mobs, then this is the rotation that I suggest. If there aren’t at least three mobs, lean more towards Lightning Bolt than Chain Lightning so that you don’t run yourself out of mana. Otherwise your primary objective is to get Flame Shock on three targets and then use Fire Nova to burn them all down.

You definitely want to use Earth Shield in these situations, switching to Water Shield only when you know you can take enough hits to get enough mana back to make it worth your time. I usually keep Earth Shield up until I’m down to a single mob and then switch to Water Shield to get some mana back while I finish them off.

How to Heal: 29 Restoration Shaman
When you’re actually filling your healing role rather than questing it’s probably a good idea for you to have a clue how to actually, you know, heal. The numbers in the next section are based on the level 29 version of the spell, unmodified by talents or gear.

Healing Spells
Earth Shield: 19% base mana, instant cast, heals when attacked
Healing Wave: 9% base mana, 2.5 sec. cast, heals 150-170
Healing Surge: 27% base mana, 1.5 sec. cast, heals 299-341
Healing Stream Totem: 3% base mana, instant cast, heals for ~28 every 2 seconds
Cleanse Spirit: 14% base mana, instant cast, removes one Curse effect
Ancestral Spirit: 72% base mana, 10 sec. cast, resurrect target with 35% of their health and mana

These are the six “healing” spells that you have you have available at level 29. You have two passive/reactive heals (Earth Shield, Healing Stream Totem), two direct heals (Healing Wave, Healing Surge), one decurse (Cleanse Spirit), and a non-combat resurrection (Ancestral Spirit).

The two you’ll use most often are Earth Shield and Healing Wave. Earth Shield will take care of most of your healing in this bracket and you should keep it up on your tank at all times. When solo questing you should switch back and forth between Earth Shield and Water Shield as needed. Healing Wave is cheap to cast and it heals for a decent amount given the power of Earth Shield.

Healing Surge costs three times as much as Healing Wave and heals for only twice the amount, but it is a full second faster to cast. Use this one when you need a big heal in a short amount of time, typically when your tank is taking a ton of damage and Earth Shield isn’t enough to keep him up.

I drop Healing Stream Totem when I’m fighting bosses, but I only really do it out of habit. There are only a few instances in low level play where there’s any amount of AoE damage in a dungeon where the totem would really be useful, and most of those the AoE damage is either so high that the totem doesn’t really help or so low that you don’t really need it in the first place. But, it is really cheap and the heals from it do add up over time so it’s not a bad spell it’s just not great either.

For the vast majority of dungeons I heal the whole thing with Earth Shield and Healing Wave. Once I get a feel for how much damage my tank is going to actually take I decide from there whether I’m going to need to spam Healing Waves, stay on my toes for emergency Healing Surge casts, or if I’m going to slip into DPS mode with nothing but Earth Shield and an occasional Healing Wave.

Make use of your talents. For example, we get mana returned via Water Shield when we crit with Healing Wave, so don’t be afraid to cast it for lack of mana. Also, make frequent use of your Shocks, particularly Earth Shock, when healing dungeons. Firstly because Earth Shock reduces the attack speed of the target you hit with it (thus protecting your tank), and secondly because casting Shocks reduces the mana cost and increases the effectiveness of the next healing spell we cast after the Shock. It’s a great way to get a cheaper Healing Surge off if you need a big heal but not necessarily right away.

Talent Spec: 29 Restoration Shaman

  • Spark of Life 3/3: Increases your healing done by 6% and your healing received by 15%.
  • Tidal Focus 2/3: Reduces the mana cost of your healing spells by 4%.
  • Improved Water Shield 2/2: You have a 100% chance to instantly gain mana as if you consumed a Water Shield Orb when you gain a critical effect from your Healing Wave, Greater healing Wave, or Riptide spells, a 60% chance when you gain a critical effect from your Healing Surge spell, and a 30% chance when you gain a critical effect from your Chain Heal spell.
  • Focused Insight 3/3: After casting any Shock spell, your next heal’s mana cost is reduced by 75% of the cost of the Shock spell, and its healing effectiveness is increased by 30%.
  • Nature’s Swiftness 1/1: When activated, your next Nature spell with a base cast time less than 10 seconds becomes an instant cast spell.

Spark of Life is pretty simple, it makes your heals 6% stronger. It also has that spiffy side effect of increasing the healing you yourself receive by 15% which is one of the reasons why you can survive things as Resto that others cannot. Tidal Focus gets only two of its three points right now simply because we’re moving down the tree. It reduces the mana cost of your heals which is great even if not entirely necessary at this level range.

Improved Water Shield is fantastic for LFG, allowing you to regain mana when you crit with your heals where normally you would need to get hit for Water Shield to take effect. As you can see from the percentage chance of getting that mana return on your crits, it really pays off to stick to your longer cast time spells for a higher chance of mana return and why I can spam Healing Wave for days.

Focused Insight is a really interesting talent, causing your Shocks to reduce the mana cost of your heals while also making them more powerful. I typically use Earth Shock to trigger these since ES applies an attack speed debuff which is good for my tanks, and then follow it up with either a Healing Wave because the tank doesn’t need much healing, or with a Healing Surge since the mana cost is significantly reduced.

Nature’s Swiftness is an interesting spell. The traditional use for it is to make one of your heals instant cast for when things turn ugly. However, in the leveling game where emergencies are pretty rare I actually end up using this most often to cast DPS spells, such as Chain Lightning, instantly instead.The only time I’ve used it in a dungeon so far was in Gnomer where an ignorant Hunter/Warlock/Mage (I forget which it was that time) didn’t dismiss their pet before jumping and brought half the instance down on us.

Glyphs

Prime Glyphs

Earth Shield is your top choice for sure. The healing from Earth Shield is already fantastic and this just makes it even more so. If you can’t make this, buy it. If you can’t buy it, steal it. If you can’t steal it, get Water Shield instead. Water Shield isn’t bad, but mana regen hasn’t been an issue for me at all so far. Definitely go Earth Shield if at all possible.

Major Glyphs

I really like Healing Wave because it’s really useful in PvP and it’s also a decent option for LFG which are my two favorite things to do. It’s basically worthless for solo play though. Ghost Wolf is another really good glyph even though it has nothing to do with healing. The extra run speed is simply useful for the leveling process and when gathering, so it’s a good back up. Healing Stream Totem provides a resistance buff when you use the totem. Those resistances aren’t by any means necessary when you’re leveling, but some benefit is better than none so you might decide to use this one.

Minor Glyphs

I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form. The only other Minor Glyph available at this level range is Thunderstorm which is a spell that only Elemental Shamans can use, so it’s completely worthless to you.

Gearing Up Your Shaman
For Resto you’re looking first and foremost at Intellect on your gear. Intellect provides Spell Power, Mana, and Spell Crit, all of which you’re interested in. I would say Haste is probably your second best, but it’s pretty hard to come by at lower levels. Even though I don’t have problems with mana, I still rank Spirit as the third stat. Just because I don’t have mana problems this level doesn’t mean the same will be true next level. From there, Crit isn’t a bad stat for us, it makes our heals bigger/better and it gives us more mana back from our talents in Improved Water Shield.

Macros

#showtooltip
/cast [harm, nodead] Earth Shock; [harm, nodead] [@targettarget] Earth Shock
/run UIErrorsFrame:Clear()

This macro lets me cast Earth Shock on my target, unless my target happens to be friendly (like the tank) in which case it casts it on their target instead. When I don’t have a tank that has a lot of survivability on their own I like to keep the tank as my target just so I can pay extra special attention to their health, and this macro lets me use Earth Shock on the tank’s target without having to change my actual target. I use a variation of this spell for all of my Shocks.

#showtooltip Purge
/cast [harm, nodead] Purge; [harm, nodead] [@targettarget] Purge
/run UIErrorsFrame:Clear()

This macro works just like the Shock macros up above, except that it’s all about destroying people’s buffs. This is mostly a PvP macro as few low level mobs have any buffs for you to purge.

#showtooltip
/cast [@focus] Earth Shield

This is my “heal with sammich” macro, it allows me to cast Earth Shield directly on my focus without having to bother with targeting and such. I set the tank as my focus as soon as the group is created and hit this button when the spell wears off instead of tying up a slot in my healing addon. I use a variation of this for both Healing Wave and Healing Surge as well so that I can easily heal an instance with one hand while eating a sammich with the other and watching YouTube on the second monitor.

#showtooltip Wind Shear
/stopcasting
/clearfocus [target=focus,dead]
/cast [target=focus,harm,exists] Wind Shear
/cast Wind Shear

This macro is used when I’m facing a caster mob or a caster player in PvP. Instead of focusing the tank or myself I’ll set my focus instead to the caster so that I can use Wind Shear to interrupt their important spells. If I’m in a situation where focusing to interrupt is important then I’m going to heal with my addons rather than auto-targeting macros, so having my heal target focused isn’t important.

Power Auras
And just in case anyone is interested, here are the Power Auras that I use for my Shaman. Some of them I have set up even though I don’t have the buffs associated with them just yet (like Bloodlust), but they’re set to not do anything until then anyway.

The most important ones here, to me, are the ones that monitor Earth Shield and Water Shield. The Water Shield aura simply monitors whether or not I have the buff active, so that I know when I need to recast it. There are four Earth Shield auras here, one that tells me if I have Earth Shield up on anyone at all in my party, and the other three are used to track how many charges I have left (1, 2, or 3+).

Other auras include monitoring my health/mana to let me know when I’m low for those occasions where I’m taking a lot of burst in PvP or when I’m just not paying attention to the fact that something’s eating my face in a dungeon.

Most of these aren’t mine originally, they’ve come from other blogs or from my buddy Krizhek.

Set=Resto@
Aura[1]=Version:4.20; b:0; anim1:2; g:0.0196; icon:Ability_Shaman_Heroism; buffname:Heroism/Bloodlust/Time Warp; r:0.9176; unitn:Only for raid/group.; texture:33; alpha:1; stacksOperator:=; size:1.5; y:0; anim2:4; finish:3; timer.h:1.5; timer.Texture:Digital; timer.enabled:true; timer.y:100; timer.Transparent:true@
Aura[2]=Version:4.20; b:0.6275; g:0; icon:Spell_Holy_SealOfMight; buffname:Stun; x:-100; bufftype:3; texture:38; alpha:1; size:0.25; anim2:4; timer.Texture:Digital; timer.enabled:true; timer.Relative:RIGHT@
Aura[3]=Version:4.20; b:0.0549; g:0; icon:Spell_Holy_Silence; buffname:Silence; x:-100; bufftype:3; texture:39; alpha:1; size:0.25; y:-10; anim2:4; timer.Texture:Digital; timer.enabled:true; timer.Relative:RIGHT@
Aura[4]=Version:4.20; b:0.8549; anim1:5; g:0.1922; icon:inv_alchemy_elixir_02; r:0.1098; unitn:Only for raid/group.; bufftype:9; texture:3; alpha:1; speed:0.5; stacksOperator:=; threshold:30; combat:true; size:1.5; torsion:1.25@
Aura[5]=Version:4.20; b:0.0078; anim1:5; g:0.0235; icon:inv_alchemy_elixir_05; r:0.7294; begin:1; unitn:Only for raid/group.; bufftype:8; texture:24; alpha:1; stacksOperator:=; threshold:40; size:1.54; torsion:1.25; anim2:1; finish:2@
Aura[6]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:127; texture:21; alpha:1; mine:true; inVehicle:0; stacksOperator:>; groupOrSelf:true; size:0.29; y:22; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@
Aura[7]=Version:4.20; icon:Spell_Shaman_TidalWaves; buffname:Tidal Waves; x:-176; texture:26; alpha:1; mine:true; size:0.43; y:3; texmode:2; stacks.enabled:true; stacks.LegacySizing:false; stacks.y:-65; stacks.x:-180@
Aura[8]=Version:4.20; b:0; anim1:7; icon:Spell_Frost_SummonWaterElemental; buffname:Mana Tide Totem; r:0.9765; x:-179; bufftype:15; texture:80; size:0.5; randomcolor:true; y:-144; anim2:1@
Aura[9]=Version:4.20; g:0; icon:Ability_Shaman_WaterShield; buffname:water shield; r:0.0078; x:85; texture:163; symetrie:1; size:0.94; torsion:0.79; y:-11; texmode:2; inverse:true@
Aura[10]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:162; stacks:3; texture:22; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; size:0.29; y:57; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@
Aura[11]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:173; stacks:2; texture:22; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; size:0.29; y:18; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@
Aura[12]=Version:4.20; b:0.251; g:0.4549; icon:Spell_Nature_SkinofEarth; buffname:Earth Shield; x:159; stacks:1; texture:22; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; size:0.29; y:-19; ismounted:0; stacks.enabled:true; stacks.Relative:CENTER; stacks.UseOwnColor:true; stacks.Texture:AccidentalPresidency@@

 

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Shaman Leveling: 50-69 Enhancement

Leveling Enhancement 1-29
Leveling Enhancement 30-49

Playing an Enhancement Shaman
This is the bracket in which everything really starts to take shape for you as you finally reach level 69 to obtain Enhancement’s keystone ability, Feral Spirit, as well as one of the single-most helpful attributes of the class, Maelstrom Weapon. Up to this point you’ve woven spell damage into your combat with a few Shocks thrown in here, maybe a little Fire Nova action in a dungeon, and perhaps even a Chain Lightning cast on a multi-target pull. That, my little Shaman in training, was child’s play.

Now is when you become a true whirlwind of weapon swinging, face smashing, spell chucking, self resurrecting, buff purging, wolf summoning force of natural mail(-wearing) enhancement.

Enhancement-Specific Tips
Once you have Maelstrom Weapon you’ll be much better at both healing on the fly and dealing extra damage, whichever you need more of at the time. On the damage dealing front, I tend to fire off Chain Lightning like nobody’s business, while if I’m fighting higher level or elite mobs on my own then I tend to save the procs for Greater Healing Wave instead.

Also, don’t be hesitant to use your cooldowns, like Feral Spirit. The more you use a spell, the more familiar you get with its use so the more valuable a tool it becomes. You can take on elite mobs and group quests just fine with a combination of Feral Spirit and utilizing your Maelstrom Weapon procs. You can also destroy, or at the very least distract and then run away from, level 78 mobs in Sholozar Basin when you’re there farming herbs/ore at level 68; all you have to do is manage those tools wisely.

Important Spells & Abilities
Note that all numeric values are taken from the level 69 version of the spell for the purposes of this post.

Level 50-69

  • Call of the Spirits (50): Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems than Call of the Elements or Call of the Ancestors.
  • Mail Specialization (50): Grants +5% Agility for wearing mail in all armor slots.
  • Tremor Totem (52): [Earth] Summons a Tremor Totem with 5 health at the feet of the caster that shakes the ground around it for 6 seconds, removing Fear, Charm and Sleep effects from party and raid members within 30 yards. This totem may be dropped even while the caster is afflicted with such effects.
  • Earth Elemental Totem (56): Summons an elemental totem that calls forth a Greater Earth Elemental to protect the caster and his allies. Lasts 2 minutes.
  • Stoneclaw Totem (58): [Earth] Summons a Stoneclaw Totem with 950 health at the feet of the caster for 15 seconds that taunts creatures within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 seconds. The Stoneclaw totem also protects your other active totems with a shield that absorbs up to 950 damage.

Call of the Spirits is just another default set of totems that you can cast with a single button-press, just like the two we’ve had before. I have one of them set up for soloing and LFG with other melee DPS, one for PvP, and one for LFG where the other two DPS are both casters. Mail Specialization isn’t really a spell, it’s just a 5% bonus to your primary stat (Agility) whenever you’re wearing all Mail armor, which from level 50 on you want to do whenever possible.

Tremor Totem is one you’ll definitely want to get familiar with and you want to keep it somewhere on your bars/keybinds where you can easily access it. You might not use it much when you’re running solo, but it’s a big deal in dungeons and especially raids. Pay special attention to the fact that you can now cast this while you’re already under the effects of the CC that it prevents. Stoneclaw Totem is great for when you pull multiple mobs because it will taunt some of them off of you and repeatedly stun them. You can also use its accompanying glyph to have it’s protective totem bubble also protect you.

Earth Elemental Totem and Fire Elemental Totem (below) are both really cool totems that summon some temporary pets for you that go and bash the crap out of things in the area. They were still a little buggy the last time I used them where every now and then they would just sit there doing nothing, but for the most part they pop out and really unleash some pain. I use them sometimes when I’m farming close to mobs that want to attack me, when I pull several mobs, or when I’m just looking to increase my damage without dropping all of my other totems.

Level 60-69

  • Bind Elemental (64): Binds the target hostile elemental for up to 50 seconds. The bound unit is unable to move, attack, or cast spells. Any damage caused will release the target. Only one target can be bound at a time.
  • Fire Elemental Totem (66): Summons an elemental totem that calls forth a Greater fire elemental to rain destruction on the caster’s enemies. Lasts 2 minutes.
  • Greater Healing Wave (68): Heals a friendly target for 4357 to 4977.

Bind Elemental is a new spell that came with the expansion. I don’t really have a use for it while leveling outside of PvP, but there are plenty of elementals throughout the entire game now that will give you opportunities to use it. You want to get familiar with casting it even if it’s not really necessary just yet though, as you’ll very likely be called to do so for reliable CC once you get into running Cataclysm dungeons and raids.

Earth Elemental Totem (above) and Fire Elemental Totem are both really cool totems that summon some temporary pets for you that go and bash the crap out of things in the area. They were still a little buggy the last time I used them where every now and then they would just sit there doing nothing, but for the most part they pop out and really unleash some pain. I use them sometimes when I’m farming close to mobs that want to attack me, when I pull several mobs, or when I’m just looking to increase my damage without dropping all of my other totems.

Greater Healing Wave seems a bit odd to be listed in a DPS leveling guide of this level, but Shamans are quite unique. As you spend talent points in Maelstrom Weapon you’re going to be able to cast healing spells instantly and without any mana cost, and this is your single most effective heal for doing that. It’s a big heal with a longish cast time which would otherwise make it worthless to us, but with Maelstrom Weapon available to you it’s now your go-to heal with Healing Surge used only when you have no Maelstrom stacks available and need to off-spec heal in an emergency.

Leveling an Enhancement Shaman

Weapon Imbues: Windfury Weapon (main hand), Flametongue Weapon (off hand)
Totems:Strength of Earth Totem, Searing Totem (Magma for AoE), Mana Spring Totem, Windfury Totem

While Windfury Weapon is fantastic, it has an internal cooldown on it that will make your off hand weapon occasionally rob you of procs on your main hand which will result in decreased DPS. At level 62 I lost roughly 220 DPS using dual Windfury Weapon, and I didn’t even have all the talents that make Flametongue Weapon really shine for the off hand.

  • Questing Single Mob: Earth Shock, Stormstrike, Lava Lash, Earth Shock
  • Questing Multi-Mob: Call of the Elements, Flame Shock, Stormstrike, (swap targets), Lava Lash, Flame Shock
  • LFG Trash Rotation: Call of the Elements, Earth Shock, Stormstrike, Lava Lash, Earth Shock [Wind Shear]
  • LFG Boss Rotations: Call of the Elements, Flame Shock, Stormstrike, Lava Lash, Earth Shock [Wind Shear]

Questing Single Mob
In this rotation you’re just going to destroy targets as fast as possible. If you’re using heirloom weapons then I definitely suggest you stick to using Earth Shock as your go-to shock spell, but if you’re not using heirlooms then you might find Flame Shock to be a better option for the opening cast as it’s DoT damage will add up over time to be even more than Earth Shock. Any shocks you cast after the first one should be Earth Shocks though. When fighting elites or group quest mobs, keeping Flame Shock up is likely more important as they’ll typically have much larger health pools than typical mobs of the same level.

Questing Multi-Mob
If the group of mobs you’re going to fight are close together, go ahead and pull them with a Chain Lightning, otherwise just stick to the rotation.

The point here is primarily to get Flame Shock cast on all of your targets so that they’re all taking damage, and then speeding up their deaths with your melee attacks. Light one up, bash them in the face a time or two, switch targets and repeat. As you get Maelstrom Weapon procs you want to use Chain Lightning if you want to deal more damage, or Greater Healing Wave if you’re taking a lot of damage. If you want to throw Fire Nova into the rotation as well, feel free to do so. I find it’s usually more a waste of my mana since I have high damage and good survivability as well, but use your own judgement and deal with the situations you’re given to get a feel for your own preference.

If you need to heal in these situations, go ahead and do so. If you don’t have any Maelstrom Weapon stacks cast Healing Surge instead since it has a faster cast time, otherwise stick to Greater Healing Wave for your Maelstrom procs. If you find yourself running short on mana because you’re healing go ahead and switch over to Water Shield for the mana return and switch back to Lightning Shield when your health and mana are at a more manageable level.

LFG Trash
This one is the same as solo questing, except that sometimes you might want to bother with totems and others you might not. I don’t cast my totems by default at this level when I’m doing LFG, instead I wait to see how quickly we’re progressing through the instance. If we’re moving at a fast pace then I usually don’t bother with any of them until we see a boss. If we’re going kind of slow or we have people who are /afk or something, then I’ll go ahead and drop the totems to increase everyone’s performance.

For most trash pulls though, just stick to Earth Shocks and using your melee strikes as often as possible. By careful using Chain Lightning when you’re in a dungeon as the tank might not have agro on all of the mobs you’re blasting in the face. If it’s early in a pull, go with a regular Lightning Bolt on the tank’s target instead, otherwise it’s Chain Lightning all the way.

If the mobs aren’t dropping very quickly then you might consider switching to Flame Shock instead of Earth Shock and adding Fire Nova to the rotation for extra AoE damage. Shaman AoE is decent as far as damage goes, but it’s heavily reliant on mobs being alive in order to use it (Flame Shock has to be active) so it works against itself which kind of sucks. You can also use Magma Totem for extra AoE damage. You can get more information on that from @Elamqt’s post, Totem Talk: Why Enhancement AOE doesn’t work on WoW Insider.

Wind Shear: Deserves a special mention here though. Shamans have crazy-good spell interruption capabilities thanks to Wind Shear. If you see a mob casting spells, particularly a healer, interrupt as many of their spells as possible. If you’re in instances with caster mobs who are especially annoying then be sure to make use of Wind Shear when they’re casting the spell you don’t want to go through.

During boss fights you can also use this to lower your Threat as you can cast it even if there’s not a spell to interrupt. With Windfury procs, each extra attack can generate a critical hit which can send your threat through the roof, and lets not forget those Maelstrom Weapon procs. With such a short cooldown and the fact that it can be cast regardless of the GCD, there’s really no reason for you not to use it. Some bosses cast spells that can be interrupted and some (most) cannot, but the reduction in threat is good regardless.

LFG Boss
For bosses you want to maximize your DPS potential. That means that you’re going to make sure Flame Shock stays active on the boss as long as possible, and that you’re going to utilize your totems for the good of your group.

Totems: Strength of Earth, Searing, Mana Spring, Windfury (Wrath of Air for 2 casters)

Using Searing Totem will give you a higher, personal DPS score on a boss fight, but if you have at least one caster DPS in your group then you might consider Flametongue as both they and the healer will benefit from it as will you (though to a lesser extent). If there are no caster DPS in the group then switch your Fire totem over to Searing and drop it right next to the boss when you move into melee range. Mana Spring is the choice for Water as your mini heals from the other won’t help nearly as much and your healer will love you. Windfury is your default Air, but if your other two DPS are both casters then go for Wrath of Air instead since Haste really isn’t your top priority anyway.

Once Flame Shock is dealing its damage you’ll start rotating through your melee attacks and casting Earth Shock as filler while you wait to refresh Flame Shock. If you time your shocks just right you can get two Earth Shocks off with almost perfect timing for your shocks to refresh just as Flame Shock ends, allowing you to reapply it immediately with no time lost.

Wind Shear will still work on many boss abilities at low levels, so be ready to use it when you get the chance as Shamans have a fairly flexible and laid back rotation at this point. Spells you want to interrupt in particular are healing spells and AoE damage spells such as Chain Lightning. I could go into specifics, but this is a class guide, not a boss guide, so just use your own judgment. Remember that Wind Shear also lowers your threat, which can be a big deal now that you have big burst potential from both Windfury Weapon and Maelstrom Weapon procs.

Talent Spec: 69 Enhancement Shaman

  • Unleashed Rage +1 (2/2): Increases your expertise by 8, and increases all party and raid members’ attack power by 10% while within 100 yards of the Shaman.
  • Shamanistic Rage 1/1: Reduces all damage taken by 30% and causes your skills, totems, and offensive spells to consume on mana for 15 seconds. This spell is usable while stunned.
  • Improved Shields 2/3: Increases the damage done by your Lightning Shield orbs by 10%, increases the amount of mana gained from your Water Shield orbs by 10%, and increases the amount of healing done by your Earth Shield orbs by 10%.
  • Maelstrom Weapon 3/3: When you deal damage with a melee weapon, you have a chance to reduce the cast time and mana cost of your next Lightning Bolt, Chain Lightning, Hex, or any healing spell by 20%. Stacks up to 5 times. Lasts 30 sec.
  • Improved Lava Lash 2/2: Increases the damage of your Lava Lash ability by 30%, and by an additional 20% for each of your applications of Searing Flames on the target, consuming those applications in the process.
  • Feral Spirit 1/1: Summons two Spirit Wolves under the command of the Shaman, lasting 30 seconds.

Honorable Mention: Frozen Power 2/2: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock spells by 10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 100% chance to root the target in ice for 5 sec. when used on targets at or further than 15 yards from you.

Unleashed Rage is going to help reduce your chance of being avoided in combat and also increases your group’s attack power. Shamanistic Rage is a nice cooldown, used to reduce the damage that you take for 15 seconds, and also removes the mana cost of all of your spells for 15 seconds. I generally use this in PvP or when a bad pull gets worse, using the free mana costs to spam the crap out of my flash heal to keep people alive.

Improved Shields increases the damage of your Lightning Shield or returns more mana to you if you slip into Water Shield instead. It’s a decent talent, made acceptable thanks to Static Shock’s chance to deal Orb damage when we attack, but I don’t personally care for it much. I went with the talent I mentioned in my Honorable Mention section instead.

Maelstrom Weapon is a truly amazing talent, able to give you great burst damage or instant healing in the blink of an eye. You build stacks of the MW buff as you hit things with your melee weapons and each stack speeds the cast time and reduces the mana cost of either an offensive or defensive spell (see description for details). For damage I like to throw a free, instant Chain Lightning out there, or for heals I’ll take a free, instant Greater Healing Wave (or Healing Surge below level 68). It’s one of my favorite things about the class, ranked very closely behind Windfury Weapon.

Feral Spirit is the Enhancement keystone, allowing you to summon two spirit wolves of complete and total awesome sauce that go beat the crap out of whatever you tell them to. But that’s not all! They also have the ability to stun a target for 2 seconds with their Bash ability (which works as a spell interrupt too), and they can remove any movement impairing effects and increase your (and their) movement speed by 60% with Spirit Walk. But wait, there’s more! They also heal you for 150% of the damage that they deal. If that’s not flipping amazing, then I don’t know what is! Oh, they also have a taunt in case you need it.

As I mentioned in the level 49 guide, I spent points in Frozen Power instead of Elemental Devastation, because I like to do a lot of PvP. If you did the same then you’ll want to go ahead and get those two points in ED now instead of spending two points on Improved Shields. If you’re not into PvP and skipped Frozen Power, then you’ll want Improved Shields. If you’re confused…just spend them wherever they look good.

Glyphs

Prime Glyphs

With Lava Lash being a staple attack and the fact that you get it at level 10, this is my first choice of Prime Glyphs, increasing its damage by 20%. Next up is Stormstrike as the bonus crit can be useful with how many spells you cast in combat. If you’re using heirlooms then you’re probably dealing enough damage that only one or the other of these two isn’t really necessary, but both is fine too.

Winfury Weapon is a decent glyph in its own right, but while you’re leveling and after you’ve gotten Maelstrom Weapon it’s even better as the extra chance to proc those free attacks translates to extra chances to proc Maelstrom Weapon for even more beautiful destruction.

I decided to take the Glyph of Flame Shock off the list because it never really made much of a difference at all and it seemed like quite a waste. It’s meant to be an Elemental glyph anyway, so it’s not a big deal.

Major Glyphs

Lightning Shield is overall going to be the most useful glyph for you here; it’s how you turn your Lightning Shield into a solid 10 minute buff instead of lasting only for three hits worth. Stoneclaw Totem is fantastic for soloing and PvP, giving you a bubble whenever you cast your Stoneclaw Totem. In LFG it’s not quite so cool because you shouldn’t be taking damage anyway, but with our burst potential and most of it being completely random and uncontrollable you’re likely to pull threat now and then and the totem’s taunt ability works well for getting mobs off of your healer so it’s not entirely wasted.

Ghost Wolf is my next choice because moving faster is always a good thing, both in PvE and PvP. Frost Shock deserves a mention for those of you interested in getting into some low level PvP, though I would generally always suggest Ghost Wolf above this one for that purpose. Chain Lightning is one I haven’t used myself, but it deserves a mention for AoE if you enjoy it.

I took Fire Nova off the list since Blizzard changed Fire Nova to now center on all the targets that have your Flame Shock debuff instead of being centered on your fire totem. Extra radius isn’t likely to be a big deal when all of the mobs in question are likely grouped together anyway.

Minor Glyphs

I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. We have a few more options that do the same thing for spells that opened in this range, with Water Breathing and Renewed Life. Of the three, you’ll cast Water Walking more often (I do, at least), but Renewed Life is probably more valuable overall. The other cool option is Ancestral Recall, which cuts the cooldown in half. It’s not super useful in today’s short hearthstone world, but if you need to do a lot of back and forth travel (*cough*archeology*cough*) then it can be really useful. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form.

Gearing Up Your Shaman
As Enhancement your primary stat is Agility. Each point gives you 2 Attack Power and it also boosts your Melee Crit (and Dodge). Intellect boosts your Spell Power on a 1:1 ratio, and it also increases your Spell Crit and your mana. Strength is a decent stat for you as it still gives a 1:1 ratio for Attack Power, but it’s not something you really want to seek out unless you just cannot find any Agility pieces at all for those slots.

You also want to look for gear with Hit on it in particular since you take a penalty to melee hits for dual wielding. You don’t need a ton of Hit to get you by while you’re leveling, but if you find some good Agility pieces that also have Hit on them then be sure to pick them up.

For green gear with random enchants you’re probably most interested in “..of the Falcon” (Agility and Intellect), “..of the Tiger” (Agility and Strength), and “..of the Monkey” (Agility and Stamina).

As you get into running random dungeons you’re looking for items with the “..of Agility” and “..of the Bandit” (Agility, Stamina, and Crit) enchant on them from the Satchel of Helpful Goods.

There are two ways you can look at gearing up your low level Shaman. You can either go for maximum killing potential, which is stacking Agility above all else, or you can go with a more balanced build where you look for gear with both Agility and Stamina. I prefer maximizing my damage potential, personally, and going for good survival pieces in slots that I have no Agility piece to fill in. If you’re not used to healing on the fly as a DPS spec though, you might want to lean more towards survival.

I decided to skip the list of dungeon drops for this level range as by now you should already know what kind of stats you’re looking for and upgrades are pretty obvious. With the speed of leveling these days you’re not likely to actually farm dungeons for gear anyway and you’ll be finding better gear the higher you get as well, so it seemed like a bit of a waste of time.

 

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Shaman Leveling: 30-49 Enhancement

Leveling Enhancement 1-29

This post’s MS Paint was done on a laptop with just the trackpad, so they’re even “better” then usual. Enjoy!


Playing an Enhancement Shaman
There isn’t all that much that changes in this particular level range from the 1-29 range. You’re still primarily a melee DPS class that weaves spells in between your attacks. But, you do start to get a better feel for how the class is going to play at max level as you finally get access to some of your really key features such as dropping all four totems with a single cast, actually having access to all four totems in the first place, and the ability to resurrect yourself.

As Enhancement, you’ll still have a very hybrid combat style where you weave melee and spells into a deadly mixture of ferocity, and the higher you get in level the more apparent that becomes. You don’t quite hit the premium level of that mixture in this level range, but you’re getting closer.

Enhancement-Specific Tips
The biggest suggestion I have for this bracket is directed at those of you who have played Enhancement in the past and are now leveling new ones or trying to get back into the class/spec after a long time away from it – do not use dual Windfury Weapon buffs. I loved rocking dual WF back in the day and seeing those swirly black tornados of doom popping left and right, but you’re gimping your own DPS if you do it. Also, don’t think you can get away with using spell caster weapons or fast weapons either, that’s all been nerfed.

Windfury Main Hand – Flametongue Off Hand

Otherwise, it’s pretty much business as usual compared to the last guide. The main difference is that Windfury is going to drastically increase how fast you kill things. This is where you’ll really be able to appreciate the greatness that is instant-Ghost Wolf, and where you’ll start to develop a closer relationship with your totems as casting them all is much easier as is removing them all and restoring mana in the process.

Important Spells & Abilities
Note that all numeric values are taken from the level 49 version of the spell for the purposes of this post.

Level 30-39

  • Ancestral Recall (30): Yanks the caster through the twisting nether back to their Hearthstone Location. Speak to an Innkeeper in a different place to change your home location.
  • Call of the Elements (30): Simultaneously places up to 4 totems specified in the Totem Bar.
  • Reincarnation (30): Allows you to resurrect yourself upon death with 20% health and mana. [Reagent: Ankh]
  • Totemic Recall (30): Returns your totems to the earth, giving you 25% of the mana required to cast each totem destroyed by Totemic Recall.
  • Windfury Totem (30): Summons a Windfury Totem with 5 health at the feet of the caster. The totem increases the melee and ranged attack speed of all party and raid members within 40 yards by 10%. Lasts 5 min.
  • Windfury Weapon (32): Imbue the Shaman’s weapon with wind. Each hit has a 20% chance of triggering three extra attacks with 310 bonus attack power. Lasts 30 minutes.
  • Lava Burst (34): You hurl molten lava at the target, dealing 120 to 152 Fire damage. If your Flame Shock is on the target, Lava Burst will deal a critical strike.
  • Far Sight (36): Changes the caster’s viewpoint to the targeted location. Lasts 1 min. Only useable outdoors.
  • Magma Totem (36): Summons a Magma Totem with 5 health at the feet of the caster for (21 sec) sec that causes Fire damage to creatures within 8 yards every 2 seconds.
  • Grounding Totem (38): Summons a Grounding Totem with 5 health 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 45 sec.

Ancestral Recall was one of my favorite things about the Shaman when I first started playing; back when your hearthstone had a one hour cooldown. It’s still useful, but with the cooldown on your hearth lowered to 30 minutes, or 15 with the guild perk that most people have by now, it’s not quite as good as it used to be. But, it’s still a really useful spell if you’re doing a lot of travel (anyone doing Archeology out there?).

Call of the Elements and Totemic Recall are the both spells I would have killed for back in the day when I leveled my first shaman. Being able to drop all four totems (or fewer if you wish) with a single click/cast is a fantastic upgrade from the multiple GCD’s it would have taken you before. Totemic Recall destroys all of your existing totems and gives you a portion of their mana cost back when you do. The main benefit of this spell, as Enhancement, is to clear your totems from an area where they might draw some accidental agro.

Reincarnation is one of the signature abilities of the Shaman, allowing you to resurrect yourself when you die. If you’ve ever played a Warlock it works more or less the same as a Soul Stone, except that you can’t cast it on anyone else and you don’t have to cast it on yourself beforehand as you can cast it anytime you die as long as it’s not on cooldown.

Windfury Totem gives you melee haste, and it’s your best default Air totem with its duration and general benefit. In dungeons it’s going to be a great help when you have melee or hunters in your group. Magma Totem is your AoE totem of choice as it deals AoE damage itself as well as allowing you to cast your Fire Nova through it. If you have several mobs around you, go ahead and drop the Magma Totem, but remember that Searing Totem will give you more damage for single targets, especially as you get higher in level.

Windfury Weapon is THE reason why I love the Shaman class and the Enhancement spec. Windfury Weapon procs cause you to get three free, instant attacks on your target. I like to call the “swirly black tornado of DOOM” because that’s what it looks like, and that’s what it is. If you have a decent weapon for your level then Windfury procs generally mean that your target is dead, even if they were at full health.

Lava Burst isn’t really associated with being Enhancement, but I want to mention it anyway for its auto-crit property. You won’t often end up in situations where casting spells trumps melee, but for those rare instances where you end up rooted/snared or that your target is fleeing, this can be a really great option. You’ll be in the habit of having Flame Shock on all of your targets anyway, so this one’s basically a free ranged crit on demand. Since I’m mentioning PvP in my leveling posts now as well, this is especially worth mentioning even if it’s not something you’re casting in every battle.

Grounding Totem is another great spell that further increases the Shaman’s varied tool set. It’s often dismissed as a PvP totem, for which it is fantastic (and is getting buffed, though the cooldown is getting nerfed), but it does have some solid usefulness in PvE as well. You’ll find more spell casters in dungeons than in just questing, but any time you’re up against casters you might as well utilize your get-out-of-target-free card.

Another one of my favorite spells for the Shaman is Far Sight, which many players simply dismiss. For PvE, yeah, it’s about half a step above worthless. But, it’s still both fun and useful. It’s biggest benefit is PvP, where you can scout areas at range. In Arathi Basin I like to defend the Mine while casting Far Sight on the top of the Blacksmith which gives me a clear view of the entire map, including Lumber Mill. In Warsong Gulch you can spy on the enemy base from the safety of your own (you need to be on the “outside” section between the tunnel and the roof to do this from “inside” the bases).

I love casting Far Sight in PvE to hunt rare spawns. The great thing about Far Sight is that you cast it on any area that you can see on your screen, but you can recast it to any point that you can see from the place you’re already looking at with Far Sight, so you can chain cast this to look at the entire continent. You can also use it to hunt vanity pets from raptor nests such as the Ravasaur Hatchling, Leaping Hatchling, and Darting Hatchling.

Level 40-49
It’s important to note that at level 40 you also gain the ability (finally) to wear Mail armor, and you’ll want to upgrade your gear as soon as possible as not only do you get more armor from Mail, but you’re also about to enter the level range where you get a buff to your primary stat (Agility) only if you’re wearing your class’s particular armor type in all slots, which happens to be Mail for Shamans.

  • Call of the Ancestors (40): Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems than Call of the Elements.
  • Mana Spring Totem (42): Summons a Mana Spring Totem with 5 health at the feet of the caster for 5 min that restores 326 mana every 5 seconds to all party and raid members within 40 yards.
  • Wrath of Air Totem (44): Summons a Wrath of Air Totem with 5 health at the feet of the caster. The totem provides 5% spell haste to all party and raid members within 40 yards. Lasts 5 min.

Call of the Ancestors is the same thing as Call of the Elements at level 30, except that it allows you to set a different group of the totems so you can work with the tools you need in any situation without a lot of time spent juggling them around. You’ll end up with four of these all together and that’s basically what they’re for. I like having one set up for general questing and dungeons and another for PvP.

As I’ve said before, mana isn’t a big deal for Enhancement, but Mana Spring Totem is worth mentioning because your totems are great buffs for your party and mana is one of the major obstacles for people to deal with in dungeon settings. This is my default Water Totem for that very reason. Wrath of Air Totem I mention for the same reason I do Mana Spring; you aren’t a caster but you’ll definitely end up with at least one in any dungeon or battleground that you go to.

There are a few other spells you get in this range as well, and while they are useful they aren’t that great for Enhancement. Chain Heal is the biggest potential exception there, but it’s not as good at this level as it will be in another 20 levels when you can cast it instantly.

Leveling an Enhancement Shaman

Weapon Imbues: Windfury Weapon (main hand), Flametongue Weapon (off hand)
Totems:Strength of Earth Totem, Searing Totem (Magma for AoE), Mana Spring Totem, Windfury Totem

While Windfury Weapon is fantastic, it has an internal cooldown on it that will make your off hand weapon occasionally rob you of procs on your main hand which will result in decreased DPS. At level 62 I lost roughly 220 DPS using dual Windfury Weapon, and I didn’t even have all the talents that make Flametongue Weapon really shine for the off hand.

  • Questing Single Mob: Earth Shock, Stormstrike, Lava Lash, Earth Shock
  • Questing Multi-Mob: Call of the Elements, Flame Shock, Stormstrike, (swap targets), Lava Lash, Flame Shock
  • LFG Trash Rotation: Call of the Elements, Earth Shock, Stormstrike, Lava Lash, Earth Shock [Wind Shear]
  • LFG Boss Rotations: Call of the Elements, Flame Shock, Stormstrike, Lava Lash, Earth Shock [Wind Shear]

[EDIT: I had Primal Strike listed in the rotations instead of Stormstrike. Primal Strike is worthless once you have Stormstrike, so remove it from your bars and forget that it exists. The two share a cooldown, and Stormstrike out performs Primal Strike in every way.]

Questing Single Mob (no change from the 29 Guide)
In this rotation you’re just going to destroy targets as fast as possible. If you’re using heirloom weapons then I definitely suggest you stick to using Earth Shock as your go-to shock spell, but if you’re not using heirlooms then you might find Flame Shock to be a better option for the opening cast as it’s DoT damage will add up over time to be even more than Earth Shock. Any shocks you cast after the first one should be Earth Shocks though, unless you missed with the Flame Shock cast.

Questing Multi-Mob
Now that you can drop all four of your totems with a single cast I suggest you drop them as you rush into combat instead of planting them in advance as it just saves time. You can plant them ahead of time if you’d like, I just prefer doing it on the move. If the group of mobs you’re going to fight are close together, go ahead and pull them with a Chain Lightning, otherwise just stick to the rotation.

The point here is primarily to get Flame Shock cast on all of your targets so that they’re all taking damage, and then speeding up their deaths with your melee attacks. Light one up, bash them in the face a time or two, switch targets and repeat. Windfury procs will speed up your multi-mob combat speed a lot when it procs.

If you need to heal in these situations, go ahead and do so. If you find yourself running short on mana because you’re healing go ahead and switch over to Water Shield for the mana return and switch back to Lightning Shield when your health and mana are at a more manageable level.

LFG Trash
This one is the same as solo questing, except that sometimes you might want to bother with totems and others you might not. I don’t cast my totems by default at this level when I’m doing LFG, instead I wait to see how quickly we’re progressing through the instance. If we’re moving at a fast pace then I usually don’t bother with any of them until we see a boss. If we’re going kind of slow or we have people who are /afk or something, then I’ll go ahead and drop the totems to increase everyone’s performance.

For most trash pulls though, just stick to Earth Shocks and using your melee strikes as often as possible.

Wind Shear: Deserves a special mention here though. Shamans have crazy-good spell interruption capabilities thanks to Wind Shear. If you see a mob casting spells, particularly a healer, interrupt as many of their spells as possible. If you’re in instances with caster mobs who are especially annoying then be sure to make use of Wind Shear when they’re casting the spell you don’t want to go through.

During boss fights you can also use this to lower your Threat as you can cast it even if there’s not a spell to interrupt. With Windfury procs, each extra attack can generate a critical hit which can send your threat through the roof. With such a short cooldown and the fact that it can be cast regardless of the GCD, there’s really no reason for you not to use it.

LFG Boss
For bosses you want to maximize your DPS potential. That means that you’re going to make sure Flame Shock stays active on the boss as long as possible, and that you’re going to utilize your totems for the good of your group.

Totems: Strength of Earth, Flametongue (2+ casters, Searing otherwise), Mana Spring, Windfury (Wrath of Air for 2 casters)

Using Searing Totem will give you a higher, personal DPS score on a boss fight, but if you have at least one caster DPS in your group then you should probably lean towards Flametongue as both they and the healer will benefit from it as will you (though to a lesser extent). If there are no caster DPS in the group then switch your Fire totem over to Searing and drop it right next to the boss when you move into melee range. Mana Spring is the choice for Water as your mini heals from the other won’t help nearly as much. Windfury is your default Air, but if your other two DPS are both casters then go for Wrath of Air instead since Haste really isn’t your top priority anyway.

Once Flame Shock is dealing its damage you’ll start rotating through your melee attacks and casting Earth Shock as filler while you wait to refresh Flame Shock. If you time your shocks just right you can get two Earth Shocks off with almost perfect timing for your shocks to refresh just as Flame Shock ends, allowing you to reapply it immediately with no time lost.

Wind Shear will still work on many boss abilities at low levels, so be ready to use it when you get the chance as Shamans have a fairly flexible and laid back rotation at this point. Spells you want to interrupt in particular are healing spells and AoE damage spells such as Chain Lightning. I could go into specifics, but this is a class guide, not a boss guide, so just use your own judgment. Remember that Wind Shear also lowers your threat, which can be a big deal now that you have Windfury Weapon on your main hand and can generate some very high burst threat.

Talent Spec: 49 Enhancement Shaman

  • Static Shock 3/3: When you use your Primal Strike, Stormstrike, or Lava Lash abilities while having Lightning Shield active, you have a 45% chance to deal damage equal to a Lightning Shield orb without consuming a charge.
  • Elemental Devastation 1/3: When you deal critical damage with a non-periodic spell, your chance to get a critical strike with melee attacks increases by 3% for 10 sec.
  • Searing Flames 3/3: Causes the Searing Bolts from your Searing Totem to have a 100% chance to set their targets aflame, dealing damage equal to the Searing Bolt’s impact damage over 15 sec. Stacks up to 5 times.
  • Elemental Devastation +2 (3/3): When you deal critical damage with a non-periodic spell, your chance to get a critical strike with melee attacks increases by 9% for 10 sec.
  • Unleashed Rage 1/2:
    Increases your expertise by 4, and increases all party and raid members’ attack power by 5% while within 100 yards of the Shaman.

Honorable Mention: Frozen Power 2/2: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock spells by 10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 100% chance to root the target in ice for 5 sec. when used on targets at or further than 15 yards from you.

Static Shock is first on my list because I like to have more consistent DPS increases rather than relying on something like crit chance. While there’s only a 45% chance to proc the talent, that’s still much more consistent than a bit of crit chance. That being said, I do like Elemental Devastation for additional crit on my melee attacks when I crit with spells. With the Shaman’s hybrid melee/caster play style you’ll deal with a lot of opportunities to get this to proc. I suggest splitting the points you spend it though, because of this next talent.

Searing Flames is the reason why your Flame totem of choice is Searing Totem. It causes the totem to turn into a stacking DoT debuff. While level 49 opens you up to another key class/spec ability (Shamanistic Rage), I don’t feel that this one in particular needs to be rushed into as survivability is typically a non-issue while leveling and you don’t really have enough high-cost spells to need the mana benefits of it just yet. Instead I suggest you increase our DPS through Unleashed Rage as it not only gives you 5% more attack power (10% once you spend the other point in it), but it also reduces your chance to be avoided. Not only that, but it gives that benefit to your whole party/raid.

The Honorable Mention is a talent that I spent points in instead of topping off Elemental Devastation right away. It’s usually considered a PvP talent since it freezes people in place and gives extra buffs when using Frostbrand Weapon (the PvP imbue), but I really enjoy using it in PvE as well. I use it often when gathering to freeze mobs that would otherwise stop me from gathering, I use it to stop runners (though I could use a totem for that), and of course I do love using it in PvP as well. I like having types of control in my tool set for any class that I play, and this talent fits very well into my play style.

Glyphs

Prime Glyphs

With Lava Lash being a staple attack and the fact that you get it at level 10, this is my first choice of Prime Glyphs, increasing its damage by 20%. Next up is Stormstrike as the bonus crit can be useful with how many spells you cast in combat. Finally I have Flame Shock listed though it’s important to note that it’s really only useful in LFG boss fights or in PvP as typical mobs and dungeon trash will not live long enough for even the normal duration to matter.

Major Glyphs

Lightning Shield is overall going to be the most useful glyph for you here; it’s how you turn your Lightning Shield into a solid 10 minute buff instead of lasting only for three hits worth. Ghost Wolf is my next choice because moving faster is always a good thing, both in PvE and PvP. Frost Shock deserves a mention for those of you interested in getting into some low level PvP, though I would generally always suggest Ghost Wolf above this one for that purpose.

Fire Nova is probably the best investment if you’re looking to beef up your AoE ability in dungeons by increasing its radius and taking away the hassle of replanting your totems. Chain Lightning is one I haven’t used myself, but it deserves a mention for AoE if you enjoy it.

Minor Glyphs

I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. We have a few more options that do the same thing for spells that opened in this range, with Water Breathing and Renewed Life. Of the three, you’ll cast Water Walking more often (I do, at least), but Renewed Life is probably more valuable overall. The other cool option is Ancestral Recall, which cuts the cooldown in half. It’s not super useful in today’s short hearthstone world, but if you need to do a lot of back and forth travel (*cough*archeology*cough*) then it can be really useful. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form.

Gearing Up Your Shaman
As Enhancement your primary stat is Agility. Each point gives you 2 Attack Power and it also boosts your Melee Crit (and Dodge). Intellect boosts your Spell Power on a 1:1 ratio, and it also increases your Spell Crit and your mana. Strength is a decent stat for you as it still gives a 1:1 ratio for Attack Power, but it’s not something you really want to seek out unless you just cannot find any Agility pieces at all for those slots.

You also want to look for gear with Hit on it in particular since you take a penalty to melee hits for dual wielding. You don’t need a ton of Hit to get you by while you’re leveling, but if you find some good Agility pieces that also have Hit on them then be sure to pick them up.

For green gear with random enchants you’re probably most interested in “..of the Falcon” (Agility and Intellect), “..of the Tiger” (Agility and Strength), and “..of the Monkey” (Agility and Stamina).

As you get into running random dungeons you’re looking for items with the “..of Agility” and “..of the Bandit” (Agility, Stamina, and Crit) enchant on them from the Satchel of Helpful Goods.

There are two ways you can look at gearing up your low level Shaman. You can either go for maximum killing potential, which is stacking Agility above all else, or you can go with a more balanced build where you look for gear with both Agility and Stamina. I prefer maximizing my damage potential, personally, and going for good survival pieces in slots that I have no Agility piece to fill in. If you’re not used to healing on the fly as a DPS spec though, you might want to lean more towards survival.

Dungeon Gear
I got some good feedback from putting the dungeon drop list in the last post, so here’s one for this level range as well. Again, I’m not going to go into detail as far as which pieces to pair up from which dungeons to get a “best in slot” list, but I will give you a list of the items that if they dropped for me, I would consider rolling on if they were an upgrade to what I currently had.

A lot of the “good” lower level gear is tuned more towards Strength, which is still good though it’s not great. Agility is where it’s at, so don’t pass up an Agility piece for a Strength piece unless the value is at least twice that of the Agility piece.

Also remember that while Leather is still really good gear for you, you should try to upgrade all of your armor slots to Mail as soon as possible from level 40 on.

Scarlet Monastery: Graveyard
Bloody Brass Knuckles: Fist Weapon, +5 Agility, +5 Hit
Ebon Vise: Leather Gloves, +9 Agility, +6 Stamina, +6 Crit
Ironspine’s Eye: Ring, +9 Agility, +4 Crit
Ironspine’s Fist: 1H Mace, +3 Agility, +5 Stamina, +3 Hit
Ironspine’s Ribcage: Mail Chest, +8 Strength, +11 Stamina, +8 Crit
Gloves of the Pure: Leather Gloves, +5 Agility, +8 Stamina, +5 Hit

The Ebon Vise gloves drop from a rare spawn. Ironspine’s Eye also comes from a rare spawn, as does his Fist and Ribcage. Ironspine’s Fist isn’t the best weapon for us, as it’s a little bit fast, but at least it has both Agility and Hit. The Gloves of the Pure are a quest reward.

Scarlet Monastery: Library
Dog Training Gloves: Leather Gloves, +9 Agility, +6 Stamina, +6 Hit
Houndmaster’s Belt: Leather Belt, +6 Agility, +9 Stamina, +6 Crit

The Houndmaster’s Belt is a quest reward.

Scarlet Monastery: Armory
Herod’s Shoulder: Mail Shoulder, +11 Strength, +7 Stamina, +7 Crit
Raging Berserker’s Helmet: Mail Helm, +16 Strength, +5 Agility, +8 Crit
Herod’s Medallion: Neck, +5 Strength, +7 Stamina, +5 Hit
Cloak of the False Champion: Cloak, +5 Agility, +7 Stamina, +5 Crit

Herod’s Medallion, and the items listed below it, are all quest rewards, and they’re all from the same quest as well. Pick whichever item is the best upgrade for your current gear.

Scarlet Monastery: Cathedral
Branded Leather Bracers: Leather Bracer, +10 Agility, +6 Stamina
Gauntlets of Divinity: Mail Gloves, +13 Agility, +7 Stamina, +4 Hit
Hand of Righteousness: 1H Mace, +7 Intellect, +7 Spirit
Scarlet Leggings: Mail Legs, +20 Strength, +10 Stamina
Grasps of the Insane: Mail Gloves, +7 Strength, +11 Stamina, +7 Haste
Band of Grandiose Illusions: Ring, +5 Agility, +8 Stamina, +5 Crit

I mention the Hand of Righteousness only because if you don’t have access to heirlooms then despite the fact that the bonus stats on it kind of suck for your spec, the damage and speed on it aren’t too bad. While it’s definitely more of a caster weapon, if nobody needs it and it’s an upgrade for you, go ahead and take it.

The Grasps of the Insane and Band of Grandiose Illusions are both quest rewards from the same quest.

Razorfen Kraul
Ferine Leggings: Leather Legs, +15 Agility, +10 Stamina
Whisperwind Headdress: +8 Stamina, +15 Intellect, +5 Crit
Tusken Helmet: Mail Helm, +11 Agility, +11 Stamina, +11 Crit
Pronged Reaver: 1H Axe, +6 Agility, +4 Hit
Agamaggan’s Clutch: Ring, +6 Stamina, +6 Intellect, +6 Spirit
Monkey Ring: Ring, +8 Agility, +6 Crit
Agamaggan’s Silent Tear: Ring, +5 Agility, +8 Stamina, +5 Hit
Boots of the Noble Path: Mail Boots, +7 Strength, +11 Stamina, +7 Crit

The Ferine Leggings may be leather, but they have great stats on them. The Tusken Helm and Pronged Reaver are particularly great drops, assuming you don’t have heirlooms to fill those slots instead.

The Monkey Ring, and the items below it, are all quest rewards. The Ring is from one quest, the rest from another. Again, some are listed just as upgrades to slots that you might be struggling with, not necessarily because they’re “great” items.

Maraudon
Grovekeeper’s Drape: Cloak, +8 Agility, +5 Stamina, +5 Crit
Claw of Celebras: Off Hand Fist Weapon, Chance on hit: Poisons target for 9 Nature damage every 2 sec for 20 sec.
Albino Crocscale Boots: Leather Boots, +12 Agility, +6 Stamina, +4 Hit
Fungus Shroud Armor: Leather Chest, +17 Agility, +11 Stamina
Phytoskin Spaulders: Leather Shoulders, +12 Agility, +6 Stamina, +4 Hit
Bloomsprout Headpiece: Mail Helm, +15 Strength, +15 Stamina
Bracers of the Stone Princess: Mail Bracers, +8 Agility, +5 Stamina, +5 Hit
Elemental Rockridge Leggings: Mail Legs, +15 Strength, +10 Stamina, +10 Crit
Infernal Trickster Leggings: Mail Legs, +13 Agility, +9 Stamina, +9 Hit
Rockgrip Gauntlets: Mail Gloves, +11 Agility, +7 Stamina, +7 Crit
Fist of Stone: 1H Mace, Chance on hit: Restores 50 mana.
Blackstone Ring: Ring, +6 Strength, +6 Stamina, +6 Hit
Leggings of the Verdant Oasis: Leather Legs, +10 Agility, +15 Stamina, +10 Hit

The Leggings of the Verdant Oasis are a quest reward.

Uldaman
Oilskin Leggings: Leather Legs, +15 Agility, +15 Stamina
Revelosh’s Spaulders: Leather Shoulders, +10 Stamina, +Random Enchant
Rockshard Paulders: Leather Shoulders, +11 Agility, +8 Stamina, +8 Hit
Worn Running Boots: Leather Boots, +13 Agility, +9 Stamina
Cragfists: Mail Gloves, +8 Crit, +Random Enchant
Horned Viking Helmet: Mail Helm, +17 Strength, +17 Stamina, Use: Charge an enemy, knocking it silly for 30 seconds. Also knocks you down, stunning you for a short period of time. Any damage caused will revive the target. Chance to fizzle when used against targets over level 60. (30 Min Cooldown)
Ironaya’s Bracers: Mail Bracers, +Random Enchant
Revelosh’s Armguards: Mail Bracers, +8 Stamina, +Random Enchant
Revelosh’s Boots: Mail Boots, +10 Stamina, +Random Enchant
Galgann’s Firehammer: 1H Mace, +7 Stamina, Chance on hit: Blasts a target for 80 to 112 Fire damage.
Archaedic Stone: Ring, +50 Armor, +Random Enchant
Durdin’s Hammer: 1H Mace, +4 Agility, +7 Stamina, +4 Hit
Band of Uldaman: Ring, +9 Stamina, +6 Intellect, +6 Spirit

Uldaman is kind of cool in that a lot of the boss drops have random enchants. At the same time, it sucks for that very same reason. You’re looking for enchants with Agility or Attack Power, Intellect isn’t too bad, nor is Strength. Galgann’s Firehammer is a great weapon if you don’t have heirlooms; it’s just a big faster than optimum, but the damage proc can add up fast with Windfury Weapon procs as all four attacks can proc the extra damage.

The following items are Horde-only because the “bosses” they drop from are friendly to Alliance toons: Worn Running Boots, Horned Viking Helmet. I would love to get my hands on that helmet, and I might farm it with my Tauren just so I can have it. This item used to be Plate, but was switched to Mail in Cataclysm.

The last 2 items there are quest rewards.

Scholomance
Has an insane amount of gear in it. Since we’re getting into level 40 content, I’m only going to list Mail Armor from now on, even though there may be some really nice upgrades for you that are Leather. I’m also going to stop listing items that do not give a bonus to Agility, except for weapons, and special slots such as trinkets and relics.

If you want a full list of the items that drop, you can follow this link and search through them yourself.
Bloodmail Armor Set: Mail Belt, Boots, Gloves, Chest, Legs: +58 Agility, +58 Stamina, +34 Crit, +24 Hit
Bone Golem Shoulders: Mail Shoulders, +14 Agility, +10 Stamina
Shadowy Mail Greaves: Mail Boots, +10 Agility, +10 Stamina, +10 Haste
Windreaver Greaves: Mail Boots, +14 Agility, +10 Hit
Iceblade Hacker: 1H Axe, +7 Agility, +7 Crit
Bonechill Hammer: 1H Mace, Chance on hit: Blasts a target for 90 Frost damage.
Hammer of the Vesper: 1H Mace, +7 Strength, +7 Stamina
Libram of Divinity: Relic, +4 Stamina, +4 Intellect, +4 Spirit, 1 Prismatic Gem Slot
Totem of Sustaining: Relic, +4 Stamina, +4 Intellect, +4 Spirit, 1 Prismatic Gem Slot
Discipline Rod: 1H Mace, +5 Strength, +7 Stamina, +5 Hit
Shackles of Punishment: Mail Bracers, +6 Agility, +9 Stamina, +6 Crit

Of particular note are the Libram of Divinity and Totem of Sustaining as they are both Relics which you’ve likely not had access to up to this point, nor will you likely have access to another for quite some time. They also have a gem slot which can give you even more stats, though depending on which gem you put in you may not be able to benefit from the extra stats for quite a while.

You can use up to a Delicate Cardinal Ruby in this relic for +20 Agility, or if you can’t find/make/afford one then you can go with a Delicate Scarlet Ruby for +16 Agility instead. There are also lesser versions that will cost less gold on the AH (and give you less Agility), but those are the top two you’re looking for and they should be easy to find since people are still using them in some of their Cataclysm gear.

You may also consider using one of these Hit Gems since dual wielding requires more Hit, or you may even want to consider one of these Intellect Gems to increase the damage and crit rate of your spells as well as the size of your mana pool. Being able to use up to Wrath level gems in a level 40 item is pretty fantastic.

The last two items are quest rewards.

Razorfen Downs
Boar Champion’s Belt: Mail Belt, +13 Agility, +8 Stamina, +8 Crit
Koriastrasza’s Amulet: Neck, +7 Agility, +10 Stamina, +7 Hit

The Amulet is a quest reward.

Dire Maul
Dire Maul has even more loot in it than Scholomance does, and that’s saying something. Again, I’m going to leave out all non-Mail gear and all non-Agility gear save for Weapons and other exceptional non-armor pieces.
Evil Eye Pendant: Neck, +11 Agility, +5 Hit, +4 Crit
Fluctuating Cloak: Cloak, +7 Agility, +7 Stamina, +7 Haste, +4 HP/5 seconds
Jagged Bone Fist: 1H Fist Weapon, +6 Agility, +6 Stamina, +6 Crit
Demon Howl Wristguards: Mail Bracers, +7 Agility, +7 Stamina, +7 Crit
Gauntlets of Accuracy: Mail Gloves, +14 Agility, +10 Hit
Leggings of Destruction: Mail Legs, +15 Agility, +15 Stamina, +15 Crit
Odious Greaves: Mail Boots, +10 Agility, +10 Stamina, +10 Haste
Ogre Forged Hauberk: Mail Chest, +21 Agility, +9 Stamina, +9 Crit
Warpwood Binding: Mail Belt, +10 Agility, +10 Stamina, +10 Crit
Well Balanced Axe: 1H Axe, +7 Agility, +7 Stamina
Hammer of Revitalization Main Hand Mace, +5 Stamina, +12 Intellect
Ring of Demonic Potency: Ring, +7 Agility, +7 Stamina, +7 Crit
Tarnished Elven Ring: Ring, +12 Agility, +8 Hit
Counterattack Lodestone: Trinket, +14 Strength, +14 parry
Dire Maul: 1H Mace, +5 Agility, +7 Stamina, +5 Haste

The Hammer of Revitalization gets a special mention because of its damage. It doesn’t give us the best stats, but that 12 Intellect is still pretty good and the damage is higher than the other weapons listed here.

The Counterattack Lodestone should go to a tank, of course, but if they don’t want it then you might as well take it as you’re not likely to have anything especially better.

The Dire Maul is a quest reward.

Zul’Farrak
Ripsaw: 1H Axe, Chance on hit: Wounds the target for 75 damage.
The Hand of Antu’sul: 1H Mace, Chance on hit: Blasts nearby enemies with thunder increasing the time between their attacks by 11% for 10 sec and doing 7 Nature damage to them. Will affect up to 4 targets.

The Hand of Antu’sul is a great weapon. It doesn’t have any stats on it, but it has solid damage and the proc on it has no cooldown, meaning when you dual wield them you can have several back-to-back procs off of all of your attacks and all of your Windfury-procced attacks as well, turning you into quite the low level AoE melee machine.

Stratholme
Here’s another instance with a huge loot table, so again I’m skipping non-Mail, non-Agility Armors, but including any good weapons or otherwise exceptional pieces of gear.
Cape of the Black Barron: Cloak, +9 Agility, +9 Stamina, +9 Haste
Stoneskin Gargoyle Cape: Cloak, +9 Agility, +9 Stamina, +9 Haste
Gargoyle Shredder Talons: Off Hand Fist Weapon, Chance on hit: Wounds the target causing them to bleed for 110 damage over 30 sec.
Willey’s Back Scratcher: Main Hand Fist Weapon, +6 Agility, +6 Stamina, +6 Crit
Beaststalker’s Boots: Mail Boots, +14 Agility, +23 Stamina
Crown of Tyranny: Mail Helm, +14 Agility, +14 Stamina, +14 Crit
Gauntlets of Deftness: Mail Gloves, +17 Agility, +8 Stamina, +8 Hit
Timmy’s Galoshes: Mail Boots, +11 Agility, +11 Stamina, +11 Haste
Darkspinner Claws: Mail Gloves, +9 Agility, +9 Stamina, +13 Nature Resist, +13 Shadow Resist, +9 Crit
Bone Slicing Hatchet: 1H Axe, +9 Agility, +6 Stamina, +6 Crit
Soul Breaker: 1H Axe, Chance on hit: Target enemy loses 12 health and mana every 3 sec for 30 sec.
The Cruel Hand of Timmy: 1H Mace, Chance on hit: Lowers all attributes of target by 15 for 1 min.
Idol of Brutality: Relic, +5 Agility, +5 Stamina, +5 Dodge
Ramstein’s Lightning Bolts: Trinket, +8 Hit, Use: Harness the power of lightning to strike down all enemies around you for 200 Nature damage. (5 Min Cooldown)
Balnazzar’s Hide: Cloak, +7 Agility, +10 Stamina, +7 Hit
Idol of the Paragon: Relic, +5 Agility, +5 Stamina, +5 Hit , +1 Prismatic Gem Socket
Book of the Paragon: Relic, +5 Stamina, +5 Intellect, +5 Haste, +1 Prismatic Gem Socket
Relic of the Paragon: Relic, +5 Stamina, +5 Dodge, +5 Hit, +1 Prismatic Gem Socket
Statue of the Paragon: Relic, +5 Strength, +5 Stamina, +5 Crit, +1 Prismatic Gem Socket

Balnazzar’s Hide is a quest reward, as are the four relics at the end of that list. With a sure way to get your hands on an early relic, I highly suggest you run Strath once you reach the level required to get one (Idol is the one you want, btw). Slap a Wrath level gem in that sucker for +20 Agility, +20 Hit, +20 Intellect or anything else you please.

I mention the Lightning Bolts trinket primarily because it’s additional Hit, but also because it has an AoE Lightning effect which just screams Shaman while also being interesting.

PvP Rewards
Sentinel’s Medallion: Neck, +12 Agility, +8 Stamina (45 Honor)
Highlander’s Chain Greaves: Mail Boots, +8 Agility, +17 Stamina, +8 Crit, +8% Run Speed (70 Honor)
Highlander’s Chain Girdle: Mail Belt, +10 Agility, +8 Stamina, +14 Crit (70 Honor)
Protector’s Band: Ring, +10 Strength, +9 Agility, +6 Stamina (45 Honor)

These are all the Alliance versions of the items, but there are links to the Horde version on each page.

 

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Shaman Leveling: 1-29 Enhancement

The first class I ever really tried to get into on my own was the Shaman. My first toon was a Hunter that I got to level 20, but I had no idea what I was doing and just shot things in the face until they either died or closed into melee range with me. But the Shaman was the first class that I ever did any research on to try to learn how to play it and play it well. In looking at the class my first impressions were to be Elemental or Resto because casting just seemed so much more powerful than melee back in the day, but then I eventually found out the insane burst damage of Windfury and I was sold.

I’ve leveled up a few Enhancement Shamans in my time, though none of them ever reached max level. My highest level Shaman to date was level 54, an Orc Enhancement Shaman named Belgawrath. But during Wrath my wife’s main was an Enhancement Shaman so I’m continually reading guides and blog posts about the class and spec so that I can pass on all of the important information to her.

But now the time comes once again for me to level my own, but this time I’m going all the way to 85.


Playing an Enhancement Shaman
Enhancement Shamans are a great example of a hybrid class that has a truly hybrid playstyle as well. You’re a dual wielding melee class that deals a large portion of your damage as magic damage rather than just melee. Being tied so closely to the elements also means that you have a lot of flavor in the magic that you use as well, and though it’s all elemental, it’s not all tied to a specific element.

Of the dual wielding classes you’re more closely related to the Death Knight, in my opinion, than any other. Rather than weaving diseases into your melee, you’re instead weaving bursts of elemental damage, and rather than summoning the dead for aid you call on the spirit of wolves. You’re not a sneaky Rogue, or a pansy Hunter afraid of getting hit. You might be similar to a Fury Warrior, but I’ve honestly never played one of those beyond level 14 so I can’t say from experience.

Of all the characters I’ve ever played, the Shaman gives me the strongest feeling of actually “being there” in combat. All Shamans are able to take on the form of a Ghost Wolf, but only Enhancement (early on at least) can do so instantly, and I absolutely love turning into a wolf, charging towards an opponent and unleashing my fury on them, then instantly dropping back into wolf form to charge down the next target. It might not do much for you, but I’m a huge fan.

Shamans also come with a very special class mechanic that is all their own: Totems. Totems work similar to the party/raid-wide buffs of other classes, but rather than being cast on players they are instead centered around a totem that is placed on the ground. When the totems are active, they grant their buff to a wide area. Most totems work in that fashion, providing buffs of one kind or another, but there are others that deal/heal damage or summon elemental pets for their duration as well. We’ll get into the specifics a little bit later for those you’ll actually use as Enhancement, but it deserved a mention here.

Shamans also have another special class mechanic which is their Shields. Shamans have three different Shield spells, with Lightning Shield and Water Shield available to all specs, and Earth Shield available only to Restoration Shamans. Each of these shields is built around a “charges” mechanic that has a specific effect whenever a charge is triggered to be used. Lightning Shield deals damage, Water Shield restores mana, and Earth Shield heals the target when they get hit. More on those later as well.

Enhancement-Specific Tips
As Enhancement you don’t use a whole lot of your mana during combat, and what you do use you’ll typically regenerate through your class abilities anyway. You still cast spells very frequently, but you typically don’t have to worry too much about mana. As a melee class though, you are a bit more “squishy” than many other melee classes because you only wear Leather armor until level 40 where you upgrade to Mail. But remember that Shamans are also healers, and because you’re not spending much of your mana it’s usually not a problem for you to stop the offense for the sake of casting a healing spell on yourself.

As a DPS spec you’ll typically want to use Lightning Shield to deal additional damage whenever an enemy hits you with an attack. At later levels you may occasionally switch to Water Shield instead to be sure you have adequate mana. In this level range, Lightning Shield is a passive DPS spell, dealing damage only when you’re attacked, but at higher levels you’ll also be able to trigger the charges of Lightning Shield with your attacks.

Remember that Shamans are a partially hybrid class with a very hybrid playstyle. You’re meant to be able to heal while you’re in your DPS spec, so do so. You’re not supposed to be “the healer”, but you are designed to be able to toss those heals out there when they’re needed. Shamans can be very “squishy”, taking a lot of damage in a short time, but we also pack some very efficient healing to get us through those times. At these low levels your healing spells will nearly restore you to full in a single cast. You can take that one of two ways: either you can heal in the middle of combat to be sure to make it to the end, or you can push yourself and your damage potential to be able to destroy your enemies quickly and efficiently, and then heal yourself back up to full at the end of combat.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 1-10

  • Lightning Bolt (1): Casts a bolt of lightning at the target for 39 to 43 Nature damage.
  • Primal Strike (3): An instant weapon strike that causes 10 additional damage.
  • Strength of Earth Totem (4): This totem increases the Strength and Agility of all party and raid members within 40 yards.
  • Earth Shock (5): Instantly shocks the target with concussive force, causing 49 to 51 Nature damage and reducing melee and ranged attack speed by 20% for 8 seconds.
  • Lightning Shield (8): The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.
  • Flametongue Weapon (10): Imbue the Shaman’s Weapon with fire, increasing total spell damage by 408(?).
  • Searing Totem (10): This totem repeatedly attacks an enemy within 20 yards for fire damage. The totem will prefer to target enemies that are afflicted by your Flame Shock or Stormstrike effects. Lasts for 1 minute.

Lightning Bolt is the ability you start off with, and what you’ll be spamming for a few levels in order to kill things quickly. As you get higher in level you’ll cast this less and less until you final get a talent that allows you to cast it instantly, but that won’t happen in this level range. Primal Strike is going to be one of your best friends in this level bracket as one of the few melee attacks you have access to. If you’re in melee range then you want to use Primal Strike whenever it’s not on cooldown.

Strength of Earth Totem is your primary Earth totem now and forever. It provides both Strength and Agility to your group, both of which contribute to your primary damage stat Attack Power. I couldn’t find the exact amount that it grants you at level 29 and neither of my shamans right now is the right level to test it to see. Earth Shock is one of your bread and butter attacks, it’s an instant burst of damage which also provides a nice attack speed reduction to the target for a bit of additional survivability.

At level eight you receive Lightning Shield which is one of your primary buffs as it passively deals damage to anyone attacking you. Keeping this buff active is a bit of a pain until level 25 at which time you can add a glyph that prevents the orbs from being expended and instead turns it into a flat 10 minute buff. Flametongue Weapon is one of our most important weapon imbues at at level 10 you’ll have it on both of your weapons. Wowhead tells me that 408 Spell Power is the value at level 29, but that sounds way too high to me so I think the numbers are wrong.

Last up on the 1-10 list is Searing Totem which is your primary Fire totem for the rest of the game. It deals decent damage for now that will increase a lot more as you get higher in level and spend talent points to enhance its effect.

By choosing Enhancement as your specialization at level 10 you receive all of the following:
Lava Lash: You charge your off-hand weapon with lava, instantly dealing 200% of that weapon’s damage to an enemy target. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
Mental Quickness: Increases your spell power by an amount equal to 50% of your attack power, and reduces the mana cost of your instant beneficial, damaging, and totem spells by 75%.
Dual Wield: Allows one-hand and off-hand weapons to be equipped in your off-hand, allows you to parry frontal melee attacks, and increases your chance to hit by an additional 6%.
Primal Wisdom: Your melee attacks have a 40% chance to immediately restore 5% of your base mana.
Master: Enhanced Elements: Increases all Fire, Frost, and Nature damage done by 20%. Each point of Mastery increases damage by an additional 2.5%.

Lava Lash is one of our signature attacks, one that you’ll use very frequently and will be a big contribution to your overall damage. Mental Quickness is how our spell damage remains viable as a melee class that weaves spell damage into most of what we do, and it reduces spell costs by a 75% which is how we manage to cast spells as a class that doesn’t stack Intellect.

Dual Wield is another signature of our spec, allowing us to wield two weapons at once, and it’s one of the reasons I love playing this class as much as I do. Primal Wisdom relates to Mental Quickness up above, providing us with the means to regenerate our mana through melee combat so that we can continue casting spells even with a relatively small mana pool.

Enhanced Master doesn’t actually turn on until level 80, but it’s a big boost to damage once you do get access to it.

Level 11-20

  • Flametongue Totem (12): This totem increases the spell power of all party and raid members within 40 yards by 6%. Lasts 5 minutes.
  • Flame Shock (14): Instantly sears the target with fire, causing 28 Fire damage immediately and 48 Fire damage over 18 seconds.
  • Purge (12): Purges the enemy target, removing 1 beneficial Magic effect.
  • Ghost Wolf (16): Turns the Shaman into a Ghost Wolf, increaes speed by 30%. As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.
  • Wind Shear (16): Disrupts the target’s concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school form being cast for 2 seconds. Also lowers your threat, making the enemy less likely to attack you.
  • Cleanse Spirit (18): Removes one Curse effect from a friendly target.
  • Earthbind Totem (18): This totem slows the movement speed of enemies within 10 yards of the totem. Lasts for 45 seconds.
  • Water Shield (20): The caster is surrounded by 3 globes of water, graning 15 mana per 5 seconds. When a spell, melee or ranged attack hits the caster, mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.

Flametongue Totem is great for spell casters, but not a huge benefit to us as Enhancement. When I’m grouped with two or more casters I usually use this one instead of Searing Totem to benefit the group more. Flame Shock is our other bread and butter shock that we’ll use all the time. Flame Shock is best used on targets with large health pools, such as dungeon bosses, so that it will be active for the 18 seconds it takes for its full damage to take its place.

I decided to list Purge here as an offensive dispel, which I don’t often do. For the most part you’ll cast this in PvP to remove buffs from enemy targets, but there are some buffs you’ll want to remove in PvE as well. Since PvP is definitely a viable option for leveling your characters now, you’re going to see me mentioning things like this more than I used to. Ghost Wolf is a wonderful movement speed buff, allowing us to take on the form of a wolf to move faster. That second sentence in the description above means that you cannot go below 100% movement speed while in Ghost Wolf form. So you move at 130% normally with the buff, and you cannot be slowed below the 100%. Note that that applies to effects, not conditions, so you’ll still be slowed by things such as being in water.

Wind Shear is primarily used for its spell interrupting feature, though it does also reduce your threat in a group setting. I primarily use this on crowd control spells being cast on my party (like the Sleep spell cast by the Druids in Wailing Caverns) or to counter healing spells. In PvP you can use it on Player Pets that you haven’t generated threat against to cause them to stop attacking you. An experienced PvP player will quickly put them back on you, but you’d be surprised how many players don’t notice. Cleanse Spirit can remove Curse debuffs cast on you or your party, which is actually pretty common. Even though you’re playing a DPS spec it’s good practice to be in the habit of dispelling Curses as you can save your healers time and mana.

Earthbind Totem is somewhat situational. It’s a great totem for PvP, especially to slow Flag Carriers or pursuers of your Flag Carrier, or for allowing you to escape a deadly situation. In PvE it can slow mobs who run away when they’re low on health or it can be used to get some distance between you and your attackers to get a heal cast if you’re in danger of dying. Water Shield is the alternative to Lightning Shield, but not typically used by Enhancement. If you do find yourself in need of mana then you can certainly switch to Water Shield to get it back faster. I often switch to this shield in LFG in my upper-20’s as I start using more of our mana-intensive spells for AoE damage, but for soloing and questing I stick to Lightning Shield.

Level 21-29

  • Frost Shock (22): Instantly shocks the target with frost, causing 46 to 48 Frost damage and slowing movement speed by 50%. Lasts 8 seconds. Causes a high amount of threat.
  • Water Walking (24): Allows the friendly target to walk across water for 10 minutes. Any damage will cancel the effect.
  • Frostbrand Weapon (26): Imbue the Shaman’s weapon with frost. Each hit has a chance of causing additional Frost damage and slowing the target’s movement speed by 50% for 8 seconds. Lasts 30 minutes.
  • Chain Lightning (28): Hurls a lightning bolt at the enemy, dealing 55 to 61 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.
  • Fire Nova (28): Causes the shaman’s active Flametongue, Magma, or Fire Elemental Totem to emit a wave of flames, inflicting Fire damage to enemies within 10 yards of the totem.

Frost Shock is another spell that I mention primarily for its usefulness in PvP. Slowing targets is a pretty big deal in a lot of PvP matches and talent points can be spent to make it freeze your target in place instead of just slowing them as well. In PvE it’s really only useful if you need to stop runners; Earth and Flame Shocks are more useful in PvE.

Water Walking is a cool utility spell that allows you to move on water. It’s great for certain PvP Battlegrounds and has some small usefulness in certain dungeons as well. For PvE can save you a little travel time prior to having a flying mount by letting you cut across water without being slowed down. Frostbrand Weapon is one you’ll only use in PvP as all of the other imbues offer better damage, but in PvP this can be a really good enchant to roll with.

Chain Lightning is our first AoE spell, and an interesting one in that it’s more multi-target than AoE. You’ll only really use this one in LFG or perhaps in PvP, unless you’re a AoE crazed leveler like myself in which case you’ll use it all the time. If you do use this one often then you’ll want to be sure to use Water Shield to keep your mana supply high. Fire Nova is our first literal AoE spell, dealing damage in a ring around our Fire totems. Searing Totem is our primary Fire totem when soloing, but it doesn’t allow Fire Nova to be cast through it, so you’ll need to remember to plant the right totems to use it, and the nova is centered on the totem itself, so you’ll need to drop your totem near your targets for it to be useful.

Leveling an Enhancement Shaman

  • Questing Single Mob: Earth Shock, Primal Strike/Stormstrike, Lava Lash, Earth Shock
  • Questing Multi-Mob: (Totems), Flame Shock, Primal Strike/Stormstrike, (swap targets), Lava Lash, Flame Shock
  • LFG Trash Rotation: (Totems), Earth Shock, Primal Strike/Stormstrike, Lava Lash, Earth Shock [Wind Shear]
  • LFG Boss Rotations: (Totems), Flame Shock, Primal Strike/Stormstrike, Lava Lash, Earth Shock [Wind Shear]

[NOTE: At level 29 you should replace Primal Strike with Stormstrike. Remove PS from your bars completely and forget that it exists. The two share a cooldown and are designed such that Stormstrike takes its place for Enhancement. Stormstrike is a better ability in every possible way and should be used from level 29 on.]

Questing Single Mob
In this rotation you’re just going to destroy targets as fast as possible. If you’re using heirloom weapons then I definitely suggest you stick to using Earth Shock as your go-to shock spell, but if you’re not using heirlooms then you might find Flame Shock to be a better option for the opening cast as it’s DoT damage will add up over time to be even more than Earth Shock. Any shocks you cast after the first one should be Earth Shocks though, unless you missed with the Flame Shock cast.

Questing Multi-Mob
If you know that your’e going to face multiple mobs, or multiple groups of mobs, go ahead and cast your totems before you get started on the actual combat. Just remember not to drop aggressive totems (like Searing) until you’re within range for it to hit your target(s) and you’re ready for combat to start.

I don’t suggest you intentionally get into combat with multiple targets as Enhancement unless you’re using heirlooms or are over-geared for the mobs you’re facing. Shamans have some good healing spells and a lot of utility, but they’re also pretty easily killed in this level range if you’re taking sustained damage.

If you do have good gear and decent survivability though, I suggest you go with this rotation. The point here is primarily to get Flame Shock cast on all of your targets so that they’re all taking damage, and then speeding up their deaths with your melee attacks. Light one up, bash them in the face a time or two, switch targets and repeat.

If you need to heal in these situations, go ahead and do so. If you find yourself running short on mana because you’re healing go ahead and switch over to Water Shield for the mana return and switch back to Lightning Shield when your health and mana are at a more manageable level.

LFG Trash
This one is the same as solo questing, except that sometimes you might want to bother with totems and others you might not. I don’t cast my totems by default at this level when I’m doing LFG, instead I wait to see how quickly we’re progressing through the instance. If we’re moving at a fast pace then I usually don’t bother with any of them until we see a boss. If we’re going kind of slow or we have people who are /afk or something, then I’ll go ahead and drop the totems to increase everyone’s performance.

For most trash pulls though, just stick to Earth Shocks and using your melee strikes as often as possible.

Wind Shear: Deserves a special mention here though. Shamans have crazy-good spell interruption capabilities thanks to Wind Shear. If you see a mob casting spells, particularly a healer, interrupt as many of their spells as possible. If you’re in instances with caster mobs who are especially annoying (LOOKING AT YOU, WAILING CAVERNS DRUIDS!!!) then be sure to make use of Wind Shear when they’re casting the spell you don’t want to go through.

LFG Boss
For bosses you want to maximize your DPS potential. That means that you’re going to make sure Flame Shock stays active on the boss as long as possible, and that you’re going to utilize your totems for the good of your group.

Totems: Strength of Earth, Flametongue, Healing Stream

Using Searing Totem will give you a higher, personal DPS score on a boss fight, but if you have at least one caster DPS in your group then you should probably lean towards Flametongue as both they and the healer will benefit from it as will you, though to a lesser extent. If there are no caster DPS in the group then switch your Fire totem over to Searing and drop it right next to the boss when you move into melee range.

Once Flame Shock is dealing its damage you’ll start rotating through your melee attacks and casting Earth Shock as filler while you wait to refresh Flame Shock. If you time your shocks just right you can get two Earth Shocks off with almost perfect timing for your shocks to refresh just as Flame Shock ends, allowing you to reapply it immediately with no time lost.

Wind Shear will still work on many boss abilities at low levels, so be ready to use it when you get the chance as Shamans have a fairly flexible and laid back rotation at this point. Spells you want to interrupt in particular are healing spells and AoE damage spells such as Chain Lightning. I could go into specifics, but this is a class guide, not a boss guide, so just use your own judgement.

Talent Spec: 29 Enhancement Shaman

  • Focused Strikes 3/3: Increases the damage dealt by your Primal Strike and Stormstrike abilities by 45%.
  • Elemental Weapons 2/2: Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 40%, the damage of your extra attacks from Windfury Weapon by 40%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 50%.
  • Ancestral Swiftness 2/2: Reduces the cast time of your Ghost Wolf spell by 2 seconds and increases the movement speed by 15%. This does not stack with other movement speed increasing effects.
  • Flurry 3/3: Increases your attack speed by 30% for your next 3 swings after dealing a critical strike.
  • Stormstrike 1/1: [Instant cast, 8 second cooldown] Instantly strike an enemy with both weapons, dealing 125% weapon damage and granting you an additional 25% chance to critically strike the enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock spells for 15 seconds.

Glyphs

Prime Glyphs

With Lava Lash being a staple attack and the fact that you get it at level 10, this is my first choice of Prime Glyphs, increasing its damage by 20%. Next up is Stormstike, though you don’t get that spell until level 29, as the bonus crit can be useful. Finally I have Flame Shock listed though it’s important to note that it’s really only useful in LFG boss fights or in PvP as typical mobs and dungeon trash will not live long enough for even the normal duration to matter.

Major Glyphs

Lightning Shield is overall going to be the most useful glyph for you here; it’s how you turn your Lightning Shield into a solid 10 minute buff instead of lasting only for three hits worth. Ghost Wolf is my next choice because moving faster is always a good thing, both in PvE and PvP. Frost Shock deserves a mention for those of you interested in getting into some low level PvP, though I would generally suggest Ghost Wolf above this one.

Fire Nova is probably the best investment if you’re looking to beef up your AoE ability in dungeons by increasing its radius and taking away the hassle of replanting your totems. Chain Lightning is one I haven’t used myself, but it deserves a mention for AoE if you enjoy it.

Minor Glyphs

I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form. The only other Minor Glyph available at this level range is Thunderstorm which is a spell that only Elemental Shamans can use, so it’s completely worthless to you.

Gearing Up Your Shaman
As Enhancement your primary stat is Agility. Each point gives you 2 Attack Power and it also boosts your Melee Crit (and Dodge). Intellect boosts your Spell Power on a 1:1 ratio, and it also increases your Spell Crit and your mana. Strength is a decent stat for you as it still gives a 1:1 ratio for Attack Power, but it’s not something you really want to seek out unless you just cannot find any Agility pieces at all for those slots.

You also want to look for gear with Hit on it in particular since you take a penalty to melee hits for dual wielding. You don’t need a ton of Hit to get you by while you’re leveling, but if you find some good Agility pieces that also have Hit on them then be sure to pick them up.

For green gear with random enchants you’re probably most interested in “..of the Falcon” (Agility and Intellect), “..of the Tiger” (Agility and Strength), and “..of the Monkey” (Agility and Stamina).

As you get into running random dungeons you’re looking for items with the “..of Agility” and “..of the Bandit” (Agility, Stamina, and Crit) enchant on them from the Satchel of Helpful Goods.

There are two ways you can look at gearing up your low level Shaman. You can either go for maximum killing potential, which is stacking Agility above all else, or you can go with a more balanced build where you look for gear with both Agility and Stamina. I prefer maximizing my damage potential, personally, and going for good survival pieces in slots that I have no Agility piece to fill in. If you’re not used to healing on the fly as a DPS spec though, you might want to lean more towards survival.

Dungeon Gear
There are a lot of good pieces of gear that you can find in low level dungeons, some of them pretty decent and some rather outstanding. I’m not going to go into detail as far as which pieces to pair up from which dungeons to get a “best in slot” list, but I will give you a list of the items that if they dropped for me, I would consider rolling on if they were an upgrade to what I currently had.

A lot of the “good” lower level gear is tuned more towards Strength, which is still good though it’s not great. Agility is where it’s at, so don’t pass up an Agility piece for a Strength piece unless the value is at least twice that of the Agility piece.

Ragefire Chasm
Oggleflint’s Inspirer: One-handed Mace, 3 Strength, 3 Crit
Subterranean Cap: Cloak, 4 Strength, 4 Agility
Hide Vest of the Hungerer: Chest, 4 Agility, 5 Stamina, 4 Crit

The Hide Vest is a quest reward available to Horde only.

The Deadmines
Defias Leather Set: 5 piece Leather armor set (Belt, BOots, Gloves, Legs, Chest)
Cape of the Brotherhood: Cloak, 5 Agility, 3 Stamina
Smelting Pants: Legs, 8 Agility, 4 Stamina, 4 Crit
Smite’s Reaver: One-handed Axe, 2 Strength, 3 Stamina, 2 Hit
Cookie’s Tenderizer: One-handed Mace, 3 Strength, 2 Stamina, 2 Hit
Cookie’s Meat Mallet: One-handed Mace, 3 Strength, 3 Stamina
Cookie’s Table Cloth: Cloak, 3 Agility, 3 Stamina

The last two items are both quest rewards, but the same quest and rewards exist for both factions.

The Defias Leather set is a great set to have, unfortunately the Chest is no longer available in the game now that Cataclysm has replaced the final boss. The four remaining pieces are still very good, but they all have low drop rates. The good thing about this set though, is that it’s all BoE so you do have a chance of finding it on the auction house.

Wailing Caverns
Glowing Lizardscale Cloak: Cloak, 6 Agility, 2 Stamina
Embrace of the Viper Set: 5 piece Leather armor set (Belt, Boots, Gloves, Legs, Chest)
Cobrahn’s Boots: Boots, 4 Agility, 5 Stamina, 4 Crit

Cobrahn’s Boots are a quest reward, available to both factions. The Embrace of the Viper set is an example of the exceptional armor. Unlike the Defias Leathers from Deadmines, all but one of the pieces from the Embrace set are BoP, so you’ll have to farm all but the Gloves yourself if you want them, but the drop rates are significantly higher than the Defias set.

Shadowfang Keep
Wolfmaster Cape: Cloak, 5 Agility, 3 Stamina
Silverlaine’s Family Seal: Ring, 5 Strength, 3 Stamina
Butcher’s Cleaver: One-handed Axe, 3 Agility, 3 Stamina
Baron’s Scepter: On-handed Mace, 2 Strength, 3 Stamina, 2 Hit
Black Wolf Bracers: Wrists, 3 Agility, 4 Stamina, 3 Crit
Shadowfang Spaulders: Shoulders, 4 Agility, 5 Stamina, 4 Crit

Blackfathom Deeps
Naga Battle Gloves: Gloves, 7 Agility, 7 Stamina
Bands of Serra’kis: Bracers, 5 Agility, 5 Stamina
Dusk-Stained Cloak: Cloak, 5 Strength, 5 Stamina
Band of the Skull Crusher: Ring, 7 Strength
Aluwyn’s Legguards: Legs, 8 Agility, 10 Stamina

The last three items are all Alliance-only quest rewards.

The Naga Battle Gloves have a pretty high drop rate, so if you haven’t scored better gloves then these are a really good and pretty easily obtained option.

The Stockades
Hogger’s Trousers: Legs, 9 Agility, 9 Hit
Standard Issue Prisoner Shoes: Boots, 8 Agility, 5 Stamina
Rifle Commander’s Eyepatch: Helm, 8 Agility, 11 Stamina, 8 Hit

These are all really great items, especially the legs and helm. As a dual wielding class Hit rating is important because you take a penalty for wielding two weapons, and both of these pack a great amount of Hit as well as exceptional Agility and Stamina.

Gnomeregan
Charged Gear: Ring, 4 Arcane Resist, 4 Nature Resist, (Random Enchant)
Temple’s Vest: Chest, 7 Agility, 11 Stamina, 7 Crit

Temple’s Vest is an Alliance-only quest reward.

The Charged gear by itself looks pretty crappy, I know. But, the random enchant on it can be exceptional. You’re looking for “Charged Gear of..”: the Tiger (7 Agi, 7 Str), the Falcon (7 Agi, 7 Int), the Monkey (7 Agi, 7 Stam), Agility (10 Agi), or Strength (10 Str). I listed those in the order I would personally rank them, with “..of the Tiger” coming out on top as it provides a total of 21 Attack Power.

PvP Rewards
Sentinel’s Medallion: Neck, 8 Agility, 5 Stamina
Defiler’s Chain Greaves: Boots, 8 Agility, 8 Stamina, Increased Run Speed

Both of these items can be purchased with Honor, and you can get all the honor you need for them in about 2-3 Battlegrounds worth of fighting. The run speed on the boots is particularly worth looking into, even if the stats themselves aren’t as great as other boots you might already have.

There are two versions of the necklace, one for each faction. There are also multiple copies of them for different level ranges, so you can also get one of these for other level ranges, including level 19. You’ll have to travel to Ashenvale to purchase this as Alliance, and Northern Barrens as Horde since they are sold by the Warsong Gulch vendors.

The Boots come in multiple names as well as two versions of each for their respective factions. They also come in multiple level ranges just like the necklace, so you can keep coming back at different level ranges for definite upgrades, though you can’t get them for lower than the 29 bracket. To purchase these you’ll have to travel to Arathi Highlands for both factions, as the Arathi Basin vendors are the ones who sell them.

 

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Priest Leveling: 70-85 Shadow

If you’re just getting started on a Shadow Priest of your own, or considering one, then I suggest you take a look at the previous guides applicable to your level:
Priest Leveling: 1-29 Shadow
Priest Leveling: 30-49 Shadow
Priest Leveling: 50-69 Shadow

Playing a Shadow Priest
You’re going to find a couple of changes to how you play a Shadow Priest in this level range. The first thing is that you actually get an AoE spell at level 74. It’s not great, but it is useful if you’re in an AoE situation and you’ve already got your DoT’s spread around. The second change is that once you hit 81 you get a new spell that completely changes how you quest, called Mind Spike. I’ll get into the specifics of it down below, but for now just know that you have two methods of leveling through Cataclysm content at that point – DoT’s or Nukes.

We still run out of mana easily, but we also still have a lot of tools for getting that mana back. As we spend talent points in the Discipline tree we get even more ways to manage our mana successfully while also increasing our performance. Again, more on that down below.

Shadow-Specific Tips
Playing a Shadow Priest even at level 85 shares a lot of similarities to other classes. We’re part Warlock, part Mage, part (healer of choice), and 100% face melt. We have multiple play styles within a single spec, have excellent survivability spells, we heal while we kill, and we’re just plain fun to play.

The tips for playing Shadow in particular remain mostly the same. Finish off every mob that you can with Shadow Word: Death casts to trigger the mana regeneration from your talent points and glyphs, as that is the most common form of replenishing our mana. Speaking of replenishment, make sure you follow a rotation that allows you to take advantage of other forms of mana return, such as the Replenishment effect you get from casting Mind Blast on a target that already has your Vampiric Touch debuff active.

If you step away from your DoT rotation after level 81 and switch over to Mind Spike and Mind Blast, remember that you can still take advantage of your mana regenerating abilities, including Replenishment from Vampiric Touch and Mind Blast. Also remember that if you’re using the direct damage route rather than DoT’s, you’ll often encounter mobs while questing that die from the direct damage crits before you can trigger SW:Death returns so you might consider dropping back to a DoT rotation for a single mob now and then just to trigger those returns.

No matter which rotation you tend to use the most when you’re soloing or fighting dungeon trash, remember to stay flexible for the situation you’re in.

Mana Issues
Shadow Priests have mana issues no matter what level you are. The higher you get in level though, the more tools you get to manage your mana and restore it so that it’s less and less of an issue for you, but it’s not so much that the mana issues go away as it is you learning how to deal with them and get around them so that they no longer hinder your performance.

The following are your tools for managing your mana.

Vampiric Touch: Causes up to 10 party/raid members to regain 10% of their mana over 10 seconds if you cast Mind Blast on a target that’s inflicted with Vampiric Touch. Vampiric Touch itself has no cooldown, but the trigger for the replenishment effect (Mind Blast) has a default cooldown of 8 seconds which can be reduced to 6 seconds by spending 3 talent points in the Improved Mind Blast talent.

Shadow Word: Death: By itself does nothing for mana returns, however 2 talent points in the Masochism talent causes you to regain 10% of your mana instantly if you cast SW:Death and do not kill the target. The Glyph of Spirit Tap causes you to regain 12% of your mana over 12 seconds when you do kill a target with SW:Death. Default cooldown is 10 seconds, but the Glyph of Shadow Word: Death causes the cooldown to instantly refresh if you cast it on a target below 25% health if it doesn’t kill them which allows you to double-dip either Masochism for 20% mana instantly if they don’t die from both casts, or Masochism + Glyph of Spirit Tap for 10% mana instantly plus 12% mana over 12 seconds.

Dispersion: The keystone of the Shadow Talent tree, this ability restores 6% of your mana every second for 6 seconds, a total of 36% mana returned. Default cooldown is 2 minutes, but can be reduced to 75 seconds by use of the Glyph of Dispersion.

Shadowfiend: A summoned pet which restores 3% of your mana every time it attacks. Over it’s 15 second duration it averages around 10 attacks if it’s not killed or CC’ed in some manner, resulting in up to 30% mana return. Default cooldown is 5 minutes which can be reduced to 4 minutes with 2 talent points in Veiled Shadows, and 2 talent points in Sin and Punishment reduces the current cooldown by 10 seconds every time your Mind Flay crits.

Archangel: From the Discipline tree restores up to 25% of your mana instantly when you use it. In order to use Archangel you have to build stacks of Evangelism which you do by casting Mind Flay, resulting in 1 stack each time Mind Flay deals damage up to a maximum of 5 stacks, and each stack results in 5% mana returned by Archangel. Cooldown is 90 seconds.

Hymn of Hope: A channeled spell that restores 2% mana to up to 3 targets low on mana, ever 2 seconds for 8 seconds. It also increases the targets’ mana pools by 15% for 8 seconds (this effect is refreshed each time it ticks, so it lasts even after the channel). Cooldown is 6 minutes.

All of these effects allow you to replenish your mana at varying rates and amounts. Combined with one another they provide a vast amount of mana regen, enough even to go from 0 to full in a matter of seconds. One of the most effective ways to get your mana back if you need a large amount is to cast summon your Shadowfiend, channel Hymn of Hope, and then drop into Dispersion. Hymn of Hope’s 15% buff to your maximum mana means that the percentages of mana restored by Shadowfiend and Dispersion restore more per hit/tick than they would otherwise.

If you need some mana and you need it quick, toss a SW:Death cast on anything you can find that it won’t kill to regain 10% from the Masochism talent, follow that with two casts of Mind Flay to get 5 stacks of Evangelism and then pop Archangel for 25% mana instantly. That amount of mana should be enough to get you back on your feet and into a rotation that will restore even more mana if needed.

Important Spells & Abilities

  • Mass Dispel (72): Dispels magic in a 15 yard radius, removing 1 harmful spells from each friendly target and 1 beneficial spells from each enemy target. Affects a maximum of 10 friendly targets and 10 enemy targets. This dispel is potent enough to remove Magic effects that are normally undispellable.
  • Mind Sear (74): Causes an explosion of shadow magic around the target, causing 104 to 112 Shadow damage every 1 sec for 5 sec to all enemies within 10 yards around the target.
  • Mastery: Shadow Orb Power (80): Increases the damage done by your Shadow Orbs by 11.6%. Each point of Mastery increases damage by an additional 1.4%.
  • Mind Spike (81): Blasts the target for 1083 to 1143 Shadowfrost damage, but extinguishes your shadow damage-over-time effects from the target in the process. Mind Spike also increases the critical strike chance of your next Mind Blast on the target by 30%. Stacks up to 3 times.
  • Inner Will (83): A burst of Holy energy fills the caster, reducing the mana cost of instant cast spells by 15% and increasing your movement speed by 10%. Lasts 30 min.
  • Leap of Faith (85): You pull the spirit of the friendly party or raid target to you, instantly moving them directly in front of you.

Mass Dispel is a great spell to have, but one you probably won’t be casting very often unless the task is assigned to you in a raid or instance that has large scale AoE debuffs. I use it it PvP quite a bit, but basically never in PvE up to this point.

Mind Sear is our only Shadow AoE. It’s damage isn’t all that great, but it’s still a good option when you’ve got several mobs you want to damage at once when you’re in a group. The cool thing about it is that you can cast this on a friendly target because it doesn’t do anything to the actual target, instead it deals damage to everything around the target while you channel it. The bad thing is, it doesn’t deal damage to the target, so if you did cast it on a mob that mob doesn’t take damage from Mind Sear.

At level 80 we unlock our Mastery: Shadow Orb Power which gives us additional damage on our Shadow Orbs based on our Mastery stat. Our Mastery is pretty good, but I’ll leave it up to the experts to tell you how good and why.

Mind Spike is the spell that changes how we play, if we decide to use it. It’s a direct damage “nuke” spell that removes all of our DoT’s from the target with no benefit of doing so (unless you need to clear DoT’s off of a raid boss or something). It also puts a stacking debuff on the target that grants +30% Crit Chance to our next Mind Blast spell on the target, to a max of +90%. You now have the option of burning targets down with direct damage rather than waiting on your DoT’s to tick. I find the smoothest flow of questing is to use a combination of these two of different mobs I face at the same time, typically finishing my DoT target with SW:Death casts as the direct damage route often kills the mobs outright so that I can’t use SW:Death for mana regen.

Level 83 adds a new buff called Inner Will which gives a 10% movement buff it cuts the mana cost of your instant cast spells by 15%. Sadly you can’t have Inner Will and Inner Focus active at the same time, so I tend to use Inner Focus for the extra spellpower. It’s a good buff though, and one that I do take advantage of in certain PvP fights.

And our reward for reaching level 85 is Leap of Faith, more commonly known as “Life Grip”. It works just like the Death Knight spell Death Grip (hence the nickname), except that you cast it on your allies rather than your enemies. Its uses are endless, though most of them are mischievous. Just to point it out for the sake of completion, Leap of Faith is a Holy spell and it will take you out of Shadowform if you cast it.

Leveling a Shadow Priest

  • DoT Rotation: Vampiric Touch, Mind Blast, Shadow Word:Pain, Devouring Plague, Mind Flay, Shadow Word:Death
  • Same old DoT rotation we’ve been using. In Wrath content you probably don’t need the Devouring Plague cast in there, but it will help you while you’re leveling through Cataclysm. Sometimes I use it while questing, sometimes I don’t so just figure out which method you prefer and go with it.

    After level 81 I rarely bother with the DoT rotation while I’m soloing because it’s just faster to kill things with the direct damage.

  • Direct Damage Rotation: Mind Spike, Mind Spike, Mind Spike, Vampiric Touch, Mind Blast, (Mind Flay if 30% health or higher), SW:Death
  • This is the rotation I end up using the most right now. I sneak a Vampiric Touch cast in before my Mind Blast so that I trigger Replenishment just in case the direct damage spells are enough to kill the target before I can SW:Death.

    If you’re running low on mana and you’ve already spent talent points in Evangelism and Archangel, then I suggest you go ahead and skip SW:Death on the end and instead cast a second Mind Flay to build up your 5 stack of Evangelism. Once you have that 5th stack go ahead and cast SW:Death if the target isn’t already dead, but don’t worry about it if they die during the Mind Flays. Once you have the 5 stack go ahead and pop Archangel for 25% of your mana instantly returned. You also get a 20% damage buff to your direct damage Shadow spells while it’s active so just keep right on killing things while you’ve got your wings.

  • LFG Trash Rotation: Vampiric Touch (1 target), Mind Blast (same target), Shadow Word: Pain (all targets) , Mind Sear (on the tank), SW:Death when possible
  • This one changed once again thanks to our new spells that became available. Get Replenishment going first with VT>MB and then start the SW:Pain spam rolling on all of the targets (assuming they won’t die in .2 seconds anyway). Follow that with Mind Sear on your tank for AoE waves of death and snipe every kill you can with SW:Death when it’s off cooldown.

    If the trash isn’t going to last long enough for SW:Pain to be cast on them I suggest you use the Nuke Rotation above and just apply it to the tank’s target.

  • LFG Boss Rotations: Vampiric Touch, Mind Blast, Shadow Word: Pain, Devouring Plague, SW:Death, Shadowfiend (on cooldown), Mind Flay, Mind Blast, Mind Flay x2
  • Again, we’re going to get Replishment rolling first off, then we’re going to establish DoT’s. Reapply your DoT’s as needed, but remember your Mind Flay will refresh SW:Pain once you’ve spent your talent points to get the effect. Vampiric Touch (VT) will wear off before Devouring Plague (DP) will, and you’ll have enough time to cast 2-3 spells after refreshing VT before you need to refresh DP.

    Keep your DoT’s up at all times. If you need mana, get it. Shadowfiend, SW:Death, Replenishment (Vampiric Touch + Mind Blast), Dispersion, Archangel, and Hymn of Hope are all sitting there just waiting to be used, so don’t let yourself run dry for no reason. If you’re especially low on mana then cast your Shadowfiend first and follow it with an immediate Hymn of Hope. Both of them restore your mana by themselves, but Hymn has the added bonus of increasing the size of your mana pool and the amount of mana returned by the Shadowfiend is based on your maximum mana, so all of its attacks will restore more thanks to Hymn. If you’re still worried about mana when Hymn is done channeling, pop your Dispersion for another 36% mana.

    Talent Spec: 85 Shadow Priest

    • Twin Disciplines 3/3: Increases your Shadow and Holy spell damage and healing by 6%.
    • Mental Agility 2/3: Reduces the mana cost of your instant cast spells by 7%.
    • Evangelism 2/2: You have a 100% chance when you Smite and 100% chance when you Mind Flay to gain Evangelism. Stacks up to 5 times. Lasts for 20 seconds. [Dark Evangelism] Increases the damage done by your Periodic Shadow spells by 2%.
    • Archangel 1/1: Consumes your Evangelism effects, causing an effect depending what type of Evangelism effect is consumed. [Dark Archangel] Instantly restores 5% of your total mana and increases the damage done by your Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death by 4% for each stack. Lasts for 18 seconds. 90 second cooldown.
    • Harnessed Shadows 2/2: Increases the chance for you to gain a Shadow Orb when dealing damage with your Mind Flay and Shadow Word: Pain by 8%, and you have a 100% chance to gain a Shadow Orb when critically hit by any attack.

    I decided to go straight into the Discipline tree once my mandatory 31 points had been placed in Shadow. I do go back and put a couple more points into Shadow at the end, but you get more benefit from reaching Evangelism/Archangel as early as possible.

    Twin Disciplines is a straight 6% bonus to our Shadow damage as well as our healing. We don’t do a whole lot of direct healing, but we do indirectly heal through abilities such as Devouring Plague which benefit here as well. Mental Agility will help with some of your mana issues, especially while you’re still killing everything with DoT’s.

    Evangelism by itself is is a nice bonus to your DoT damage, with 5 stacks granting them 10% more damage. When you combine it with Archangel though, it becomes both a damage increase and a mana returning tool. With all five stacks of Evangelism up casting Archangel will instantly restore 25% of your total mana and increase the damage of your direct damage spells by 20% for its duration. It also has the spiffy animation of giving you wings which just plain look cool.

    The last two points go back into the Shadow tree with Harnessed Shadows. Now that you can actually find and use the Mastery stat you might as well take advantage of getting extra use out of it, right? This talent helps you build up Shadow Orbs faster which increase your DPS when you cast Mind Blast or Mind Spike which consumes the orbs.

    Glyphs
    Level 75 opens the three remaining glyph slots, allowing for 3 of each type to be used.

    Prime Glyhphs

    • Glyph of Mind Flay: Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
    • Glyph of Shadow Word: Pain: Increases the periodic damage of your Shadow Word: Pain by 10%.
    • Glyph of Shadow Word: Death: If your Shadow Word: Death fails to kill the target at or below 25% health, your Shadow Word: Death’s cooldown is instantly reset. This effect cannot occur more often than once every 6 sec.
    • Glyph of Dispersion: Reduces the cooldown on Dispersion by 45 sec.

    Primes for PvE
    I list the Prime Glyphs in the order that I suggest them. Mind Flay and Shadow Word: Pain are both great for your DPS, and the two I recommend most. Shadow Word: Death is another good option as it not only gives you a better chance of getting your Spirit Tap glyph and/or Masochism talent to proc, it also gives you a way to deal some quick burst damage to mobs or bosses that are low on health. Dispersion is a decent glyph if you’re looking for more survival or more mana regen. It drops the cooldown from 2 minutes to 1 minute and 15 seconds so you can use it a lot more often, but I’m not sure that you really need to cast it that often if you’re using the methods I’ve been discussing throughout these guides to help manage your mana.

    Primes for PvP
    Dispersion is a fantastic glyph for PvP as it reduces damage, clears movement impairments, and restores your mana all at the same time. Shadow Word: Death is the next one on the list because being able to double your SW:Death casts on a target near death is very important in the world of Resilience stacking. Last up is Shadow Word: Pain as it’s the most likely DoT for you to cast on multiple people at once and it’s damage is already good so you’re only making it that much better.

    Major Glyphs

    • Glyph of Spirit Tap: When you kill a target with your Shadow Word: Death and yield experience or honor, you instantly receive 12% of your total mana over 12 sec.
    • Glyph of Fade: Reduces the cooldown of your Fade spell by 9 sec.
    • Glyph of Psychic Scream: Targets of your Psychic Scream spell now tremble in place instead of fleeing in fear, but the cooldown of Psychic Scream is increased by 3 sec.
    • Glyph of Psychic Horror: Reduces the cooldown of your Psychic Horror by 60 30 sec.

    Majors for PvE
    Spirit Tap remains the top priority here, though with more mana tools coming out in this bracket you could probably drop it if you really wanted to without worrying too much…maybe. Fade is a really good option for me since I like to hit LFG now and then to help me level and it’s also good for PvP against pet classes as Fade will often make a pet leave you and target something else if you’ve not done anything to harm the pet. Psychic Scream is a good option if you’re going to do a lot of LFG leveling by making the mobs tremble in place instead of running off in random directions. Last up is Psychic Horror which cuts its cooldown in half by 30 seconds, though you’ll have to spend the talent point to get the spell in the first place before this glyph does you any good.

    Majors for PvP
    Fade is one of the more important glyphs in this bracket as reducing the cooldown of Fade means you’re able to break out of slows and snares more frequently thanks to the talent that adds that effect to Fade. Psychic Horror is next up on the list because it’s basically the key to you killing a healer as you’ll need to CC the snot out of them and then nail them with something like this to initiate the burn phase to bring them down. Psychic Scream is next up on my list because it allows you to still use the CC but also maintain control over the effect rather than having everyone run in random directions. Spirit Tap is still a really good glyph to use in PvP, but whether or not you use it I’ll leave up to you since you get more direct benefit from these others.

    Minor Glyphs

    Minors for PvE
    Minor glyphs are still really minor so take whatever you want. Levitate is my first option just because I like using spells like Levitate and don’t like having to keep a supply of some stupid reagent in my bags in order to use it. Fortitude is great if you’re into LFG and just decent otherwise. Fading isn’t a bad option, though it’s not especially good either. Shadowfiend has some real good potential, but I don’t think my Shadowfiend has died from damage even once so it wouldn’t do me much good right now.

    Minors for PvP
    I suggest you use Shadowfiend over Fading for PvP if you’re going to bother making any change here at all. Sometimes my Shadowfiend is CC’d, sometimes he’s left alone, and sometimes he’s killed. Levitate and Fortitude are still the best options overall.

    Gearing Up Your Priest
    At this level range you should have enough of your mana returning spells and effects that Spirit isn’t quite so important now as far as mana is concerned. Spirit is still a good stat to have, especially with points in Twisted Faith turning it into Hit Rating, but at this point I wouldn’t bother stacking it above other stats that are more important to your DPS.

    Stat Priority: Intellect > Haste > Crit > Spirit

    Once you hit level 78 you might want to take a look at the Auction House for any green quality items from Cataclysm that are significant upgrades to your existing Wrath gear. You’ll likely replace it soon anyway, so don’t spend a fortune on it, just pick up any cheap pieces that are significant upgrades.

    Once you reach level 80 you can start to equip pieces of the Deathsilk Set made by tailors which is an excellent starting set for a Shadow Priest entering Cataclysm zones. There are eight pieces in the whole set, four of which can be used at level 80 and the other four at level 81. The full set provides almost 20,000 health and mana, over 1,300 Spellpower, 334 Haste, and a great amount of Hit, Crit, and Mastery as well. In total this set requires the following mats to craft from scratch:

    When you reach level 85 I suggest you pick up yet another tailor-made set of gear, though technically it’s not a “set” since there’s no bonus for wearing additional pieces. As with the Deathsilk set above, there are a total of eight pieces in this “set”, but all eight require level 85. Technically this gear is PvP gear since it has resilience on it, but due to the fact that Blizzard decided to make all of the level 85 crafted cloth gear PvP gear you’re just kind of out of luck. Luckily, the set has excellent stats anyway so it’s still a great place to start. With this set you’ll receive almost 28,000 health and mana, 1,800 Spellpower, 378 Haste, and even more Crit and Mastery, though the bonus to hit that Deathsilk offers is replaced by the Resilience stat for this set. In total this set requires the following mats to craft from scratch:

     
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    Posted by on March 8, 2011 in Caster, Class, Guide, Leveling, Priest

     

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    Planning for PvP: Shadow Priest

    While I am still in search of info on Shadow Priest PvP, I’m content going on in PvP discovering things for myself until I find a decent source that can tell me something I don’t already know. I already have a decent skill set for PvP with the Shadow Priest so until I’m able to learn more I have to focus on other aspects of it, which for right now is going to be the gear aspect.

    I need to start dueling other classes to get a better idea of how to take on various opponents in a 1v1 setting, but I’ll take care of that when I reach level 85 so that I’m facing the full package instead. But the gear I can start working on right now. I can’t buy level 85 gear without being level 85, but at least I can start building up the currency needed for those purchases and I can plan those purchases well in advance so that I’m not sitting there at the vendor staring at her inventory for an hour before I decide on what to buy.

    I decided to make a spreadsheet to plan out my purchases, noting the cost of each piece and the stats that were on it. I also had to take into account the currency used for each and also establish a starter set so that I at least had a decent start while I built up the currency to purchase the larger pieces. I knew that Cynwise had a recent post where he shared his thoughts on how to get ready for Cataclysm PvP, so I started there.

    Step 1: Make a Plan
    I started off with the list that Cyn mentioned in his post:

    1. Get the crafted pieces made as soon as you can.
    2. Supplement with good items gained from PvE.
    3. Participate in Tol Barad whenever possible, win or lose. Do dailies for Commendations for PvP enchants.
    4. PvP in regular BGs to grind as much Honor Points as you can to get Bloodthirsty gear, focusing on offset pieces and the 2-pc set bonus.
    5. Participate in as many rated PvP matches as you can, up to the limit of Conquest Points you can gain this week. Focus on gaining Vicious set pieces and weapons first. (As Taugrim points out in the comments below, if your class depends on their weapon, get the weapons first, before anything else.)
    6. Once your Vicious set is complete, start replacing Bloodthirsty offset pieces with Vicious.
    7. Once you’ve upgraded your offset, upgrade your weapons to the Glorious versions.
    8. Skip upgrading the Conquest armor unless you have points to burn at the end of a season (and even then, just consider stockpiling them at the cap.)

    Crafted pieces was already at the top of my list because my Tailor has already been maxed and I’ve purchased all of the patterns and the gear was well in hand.

    Supplements from PvE are sort of what I’m working on right now. My Priest is only level 81 so I’m just now working my way through Cataclysm content to get her various upgrades. I should really be a good little facemelter and do some research on quest rewards, dungeon drops, and rep grinds to find out which quests give me items I need for the slots I still have open.

    TBad when possible will have to wait since it requires level 85.

    Running BG’s to build honor I’m already in the process of doing though it is slower than it will be once I hit 85. Rated BG’s I think have to wait for 85 as well, but I’m not sure since I haven’t looked into them very closely yet.

    Upgrading Bloodthirsty Honor pieces to Vicious Conquest pieces also has to wait for 85 since I can neither purchase them nor gain the currency for them until that point. Upgrading the weapons falls into the same.

    Step 2a: Crafted Pieces
    Emberfire Cowl 425 Stam, 283 Int, 189 Resil, 189 Haste
    Fireweave Pants 425 Stam, 283 Int, 189 Resil, 189 Haste
    Emberfire Robe 425 Stam, 283 Int, 189 Spirit, 189 Resil
    Emberfire Boots 316 Stam, 210 Int, 140 Resil, 140 Haste
    Emberfire Gloves 316 Stam, 210 Int, 140 Resil, 140 Haste
    Emberfire Belt 316 Stam, 210 Int, 140 Resil, 140 Mastery
    Emberfire Shoulders 316 Stam, 210 Int, 140 Spirit, 140 Resil
    Emberfire Bracers 237 Stam, 158 Int, 105 Resil, 105 Haste

    I switched the pants to Fireweave instead of Emberfire because I prefer Haste to Mastery right now. I might change my mind on that later, but for right now I like the Haste more. I considered doing the same for the Robe since Emberfire gives Spirit, which is Hit, where the Fireweave gives Haste, but decided not to. First off, it would throw my whole look out of whack with a bunch of white gear spread around a red robe, and second I’m actually going to need that Hit stat since PvP gear is typically lacking in Hit Rating. But honestly, it’s the look that makes me not do it. At least the pants are hidden under the robe so it won’t throw me off.

    I have full suits of both sets anyway, so that I have a starter set for both of my specs, and can swap them out to mix and match as I please.

    Step 2b: PvE Supplemental Pieces
    This is one of Cyn recommendations that I haven’t done yet. There are tons of items that I’ll have to dig through in this category to find out which ones will really be good for me, and I’d rather do that when I’m closer to the level cap so that I can skip over items that aren’t upgrades compared to the gear I (will) already have.

    The most important item here, starting out at least, is going to be a weapon. Hopefully I can find myself a solid one-handed caster weapon to use so that I can make use of my off-hand as well, but I’ll definitely pick up a staff if it’s stats are superior.

    Step 3: Honor Pieces
    When I first decided to make my list I checked with Cyn on how easy he felt it was to reach the Honor and Conquest caps. Both of them cap at 4,000 points at any one time, but Conquest Points have an additional cap of only 1,343 Conquest per week. His response was that running arena matches maxed his Conquest weekly cap every week quite easily, but that Honor was really hard to cap.

    That being the case, I aimed low for my weekly amount of Honor points. Not being 85 yet on my Priest and not really doing much PvP at all on the toons I do have at 85, I had to do some guessing on how much my weekly Honor allowance would be. I didn’t have any current information to with so I just pulled a number out and went with it – 1500 Honor/week. That’s just over 200 per day if I PvP every single day. That’s 3 losses in Tol Barad every day if I do nothing else, or almost half of a single offensive TB victory. Not to mention whatever other BG’s I manage to get into, so I think that’s a safe amount to go with.

    I also estimate that I’ll have at least 300 extra Honor to start with before Week 1 actually starts so I’ve added that to the initial pool. I have 1800 Honor right now and I’m aiming to be able to buy at least 1 item and have the extra 300 remaining before I even get started on the weekly allowances.

    The pieces purchased with honor are all “Bloodied Gladiator’s ..” pieces, so I’m going to save some space by using “BG’s ..” in place of that when listing the item names.

    Week # Honor Earned Honor Cost Honor Balance Item Purchased
    1 1800 1650 150 BG’s Mooncloth Gloves
    2 1650 0 1650 No Honor purchase.
    3 3150 2200 950 BG’s Satin Hood
    4 2450 1650 800 BG’s Medallion of Tenacity
    5 2300 1250 1050 BG’s Drape of Diffusion
    6 2550 1650 900 BG’s Treads of Alacrity
    7 2400 1250 1150 BG’s Cuffs of Meditation
    8 2650 2500 150 BG’s Band of Accuracy
    &
    BG’s Band of Cruelty
    9 1650 1650 0 BG’s Insignia of Dominance
    10 1500 0 1500 Start over, building the full healing set.

    I don’t manage to get any set bonuses at all from the Honor gear because I’m going for one Mooncloth piece and one Satin piece. I’m going to get the set bonuses by adding Vicious pieces though as I’m going to build both sets at once.

    The reason I’m going for 2 pieces from each set is because first, dual sets give me extra resilience for more survivability early on, and second the Mooncloth Gloves have better stats than the Satin gloves, so I might as well take advantage; right?

    I’m working towards filling in my other slots with Vicious gear as well, so anything you see that’s oddly missing is likely because I’m picking up the Vicious version which you’ll see in the next section.

    Step 4: Conquest Pieces
    My Vicious pieces are being put to use first to finish off my set pieces, and then to fill in my missing slots with the higher quality pieces. Luckily I don’t have to estimate my Conquest points each week because I know exactly how much I can get. Granted, there may be some weeks that I don’t manage to hit the weekly cap, but at least then I know I can just update my spreadsheet accordingly and know how far it sets me back. Hopefully I can at least hit the cap for the first few weeks at the very least so that I can establish my set bonuses if nothing else.

    All Conquest items have “Vicious Gladiator’s ..” in their name, so I’ll shorten that in this list to be “VG’s” instead just to save some space.

    Week # Conquest Earned Conquest Cost Conquest Balance Item Purchased
    1 1343 0 1343 Not enough points yet.
    2 2686 2200 486 VG’s Mooncloth Leggings
    3 1829 1650 179 VG’s Satin Mantle
    4 1522 700 822 VG’s Touch of Defeat
    5 2165 0 2165 No item this week.
    6 3508 2200 1308 VG’s Satin Robe
    7 2651 2450 201 VG’s Gavel
    8 1544 0 1544 No item this week.
    9 2887 1650 1237 VG’s Cord of Cruelty
    10 2580 950 1630 VG’s Endgame

    And similar to my Honor Points, moving forward I’ll do the same thing with my Conquest points going for a healing set instead of just DPS.

    The first week of Conquest points caps before I can buy any set pieces, and rather than blow it on other Vicious gear I’m going to just hold off for a week to build up some more. That gives me the opportunity to pick up my first 2-piece set bonus on week 2 when I get the Mooncloth Leggings and my second 2-piece bonus on week 3 when I get both the Bloodthirsty Satin Hood the Vicious Satin Mantle.

    So the first week I’ll be in mostly crafted gear and then in week 2 I’ll start building my set bonuses, finishing those in week 3, and then moving on to all of the off-set pieces from week 4 on.

    Step 5: Gemming
    Step 5 will of course take place during steps 2-4 as the pieces become available. I treat my serious PvP gear the same way I do my serious raiding gear, with gems and enchants added as the pieces become available.

    My Priest is a 525 Jewelcrafter, so I have access to the JC-only gems, Chimera’s Eyes, which provide higher values of stats than you’ll find on regular red/yellow/blue gems.

    Gems
    There are only a few different gems I’m going to consider for the PvP gear. All of the socket bonuses are at least decent, so I’m going to match them unless I get the urge at some point to prioritize a certain stat regardless of socket.

    The gear itself grants 3 Red, 3 Yellow, 3 Blue, and 1 Meta gem slot. I’m also going to have a belt buckle added to the gear which will open up an additional slot, which I’m going to use as Red.

    Red Slots:
    Brilliant Chimera’s Eye (+67 Intellect)
    *Brilliant Inferno Ruby (+40 Intellect)

    I haven’t decided for sure whether I’m going to use my Chimera’s Eyes in the red sockets or the blue. I’m leaning towards blue to start with for the extra survivability, and then switching over to red after I’ve completed my gear sets, but I’m still not sure.

    So I’ll either have 4 Inferno Rubies for +160 Intellect, or I’ll have 3 Chimera’s Eyes and 1 Inferno Ruby for a total of +241 Intellect.

    Blue Slots:
    *Solid Chimera’s Eye (+101 Stamina)
    Solid Ocean Sapphire (+60 Stamina)
    Steady Dream Emerald (+30 Stamina, +20 Resilience)

    I’m leaning towards Stamina for my blue gems, and as I mentioned in the Red section, I’m leaning towards the Chimera’s Eyes being used here at least to begin with. I considered going with Stormy gems for Spell Penetration, but you only need 240 total and I’ll have almost twice that amount from my gear alone. There’s a slight chance that I might go with the green stam/resil gems when I move the Chimera’s Eyes over to the red sockets, so I’m leaving it on the list just in case.

    So starting out I’ll have 3 Chimera’s Eyes for +303 Stamina and when I switch them over I’ll end up with 3 Ocean Sapphires for +180 Stamina or 3 Dream Emeralds for +90 Stamina and +60 Resilience.

    Yellow Slots:
    Mystic Chimera’s Eye (+67 Resilience)
    Mystic Amberjewel (+40 Resilience)
    Quick Chimera’s Eye (+67 Haste)
    Quick Amberjewel (+40 Haste)
    *Willful Ember Topaz (+20 Intellect, +20 Resilience)
    Steady Dream Emerald (+30 Stamina, +20 Resilience)

    While I might get better stats overall going with an actual Yellow gem here, I’m leaning more towards the Willful Ember Topaz. I don’t want to focus too much on survivability as a DPS spec, so Resilience is an option but not my top choice. Haste is tempting, but I’m going to hold off gemming for Haste until I see how well I perform without it. The green gem is another one I’m considering placing here if I do happen to need some more survivability, but again I still favor the orange Ember Topaz.

    My initial plan will be 3 Willful Ember Topazes with +60 Intellect and +60 Resilience. If survivability is an immediate issue then I’ll switch those to 3 Dream Emeralds for +90 Stamina and +60 Resilience or 3 Mystic Amberjewels for +120 Resilience, and if I find that survivability is fine and I need more killing power then I’ll switch it up to 3 Quick Amberjewels for +120 Haste.

    Meta Slot:
    *Burning Shadowspirit Diamond (+54 Intellect, +3% Critical Damage)
    Chaotic Shadowspirit Diamond (+54 Critical Strike Rating, +3% Critical Damage)
    Destructive Shadowspirit Diamond (+54 Critical Strike Rating, +1% Spell Reflect)
    Effulgent Shadowspirit Diamond (+81 Stamina, -2% Spell Damage Taken)
    Ember Shadowspirit Diamond (+54 Intellect, +2% Maximum Mana)
    Forlorn Shadowspirit Diamond (+54 Intellect, -10% Silence Duration)
    Powerful Shadowspirit Diamond (+81 Stamina, -10% Stun Duration)

    The Meta gem I’m not 100% sure on. Above are all of the ones that I’ve considered using for one reason or another. I’m going with the Burning Shadowspirit to start off with because I have the pattern myself. Spirit Priests aren’t known for their crits, so I’m not sold on the crit gems here though some of them do have some decent additional abilities.

    The ones that reduce stun and silence duration have some potential, but only if the CC applies in a given match. I expect that CC to happen in arenas, but in Battlegrounds you can never be sure. With our current mana issues, the 2% Max Mana from the Ember is an interesting option that I’m keeping a close eye on. Mana isn’t as important in a BG setting as it is an Arena setting, but I haven’t decided which of the two I’m going to run more often so it’s on hold for right now.

    Destructive sounds interesting with the 1% Spell reflect, but the crit isn’t all that great, and neither is a measly 1% chance. On the one hand it would be incredibly fun to kill someone with their own spell, but at the same time the chance is so small I can’t count on it for anything. Effulgent offers much more survivability, and it’s one I’m also considering.

    Step 6: Enchanting
    I know which enchants I’m going to use for most of my gear, but I do have a few pieces that I’ve narrowed it down on and need to make a final decision.

    Shoulder: Greater Inscription of Vicious Intellect (+50 Intellect, +25 Resilience)
    Head: Arcanum of Vicious Intellect (+60 Intellect, +35 Resilience)
    Back: Greater Intellect (+50 Intellect)
    Chest: Might Resilience (+40 Resilience)
    Bracer: Speed (+50 Haste)
    Gloves: Haste (+50 Haste)
    Belt: Ebonsteel Buckle (adds a Prismatic Socket)
    Legs: Powerful Enchanted Spellthread (+95 Intellect, +80 Stamina)
    Feet: Earthen Vitality (+30 Stamina, Increased Run Speed)
    Weapon: Mending (Proc: Heals when spells deal damage)
    Off-Hand: Superior Intellect (+40 Intellect)

    Once I’ve had a chance to build up my stash of Maelstrom Crystals I’ll put some of the more significant enchants on my gear. Of those Weapon, Bracer, and Chest will be the first to be upgraded, though the Weapon will probably wait until Blizzard finally releases the upgraded weapons to us.

    I’m going to do a little playing around with my weapon enchant at first. I want to start out using Mending as I have in the list because I’ve seen some of what it can do when you’ve got DoT’s ticking on several targets and every time they deal damage you have a chance to heal yourself. The more DoT’s I spread, the more healing I have coming in on top of the healing I naturally generate as a Shadow Priest. The first upgrade will be to Hurricane (Proc: +450 Haste for 12 seconds) to help with my damage output. Once the real PvP weapons become available I’ll upgrade to Power Torrent (Proc: +500 Intellect for 12 seconds) for even more power.

    The Mending enchant averages about 850 healing when it procs, and can crit for around 1350. The proc rate is uncertain but reports list it as somewhere between 10% and 17%, and the proc happens any time you damage an enemy with a spell or melee attack. I’ve heard mixed reports of whether or not DoT’s can trigger the healing effect, so I’m going to test it myself and then decide when/if I’m going to switch to a new enchant.

    Step 7: Professions Change
    Right now while I’m still leveling my Priest she’s going to keep her Mining profession so that she can gather while she levels both for the experience and for the mats. Once I get her to level cap and start getting into the PvP though, I’m going to want to change that out for something more relative to PvP, but I haven’t decided yet what it’s going to be.

    By dropping Mining I lose Toughness (Rank 7) which is 120 Stamina, or 1,200 Health.

    Enchanting
    Enchant Ring – Intellect (+40 Intellect)
    Enchant Ring – Greater Stamina (+60 Stamina)

    Enchanting gives me the ability to enchant my Rings. Most likely I would go with dual Intellect enchants for +80 Intellect, but if I’m feeling vulnerable I could always go with the Stamina enchant instead. But if I were to use the Stamina enchant I would get the same benefit of Mining (+120 Stamina) and nothing but the high cost of level Enchanting to show for it.

    Engineering
    Lightweight Bio-Optic Killshades (helm, see below)
    Grounded Plasma Shield (Belt: Absorbs 16,200 to 19,800 damage)
    Invisibility Field (Belt: Invisibility outside of combat)
    Synapse Springs (Gloves: +480 Intellect for 10 seconds)
    Tazik Shocker (Gloves: Deals 4320-5280 Nature damage)

    Dropping my Bloodthirsty Helm for the Killshades would cost me 213 Resilience and 153 Haste in exchange for a bit of Intellect and Stamina. However, it would also allow me to use 2 Cogwheels in place of gems, so I would trade one Inferno Ruby (40 Int) or Chimera Eye (67 Int) for two Cogwheels suck as the Mystic Cogwheel (+208 Resilience) or and the Quick Cogwheel (+208 Haste). It’s something to consider, but it’s not enough to sell me with the one item alone.

    The Plasma Shield could be interesting, providing me with another bubble that I could use when Power Word: Shield is on cooldown or something. I don’t know if you can use it in Arenas yet or not (I haven’t researched Engineering much yet), but it would be useful in BG’s as well. It’s a decent option, but not great.

    The Invisibility Shield has some interesting potential if I can use it in Arenas. I could use it to get into position at the start of a match, or I could use it during a match to regroup and reposition if I could manage to get out of combat long enough to use it. It’s gimmicky and it wouldn’t help much at all against certain group setups or in some situations, but it’s not a bad choice otherwise.

    Synapse Springs offer a great cooldown for when I need some extra burst, or when I’m about to use my mana cooldowns. By increasing my Intellect it increases my Total Mana value which would allow Dispersion, Shadowfiend, Divine Hymn, Glyph of Spirit Tap, and Masochism to all return additional mana to me while the effect is active. There’s some definite potential for this one.

    The Tazik Shocker is an extra bit of damage to use every 2 minutes. It’s not enough to be a huge game changer or anything, but extra damage is extra damage.

    Another bonus of the Glove and Belt enchants is that they don’t replace normal enchants, so it’s all extra. If I do go with Engineering then I’ll use the Synapse Springs for sure, and probably the Plasma Shield (if I can use it in Arenas). I’m not sold on the helm alone, especially since it takes an item set slot, but it’s a decent option, and there isn’t a bonus for having all 5 pieces, only 2 or 4, so I’m not losing as much as I otherwise could be.

    Tailoring
    Lightweave Embroidery (Cloak Proc: +580 Intellect on cast)
    Embersilk Net (Use: Root a target up to 25 yards away)

    Tailoring offers a very nice cloak enchant that can grant a huge amount of Intellect when it procs. The extra Spellpower from that is nice on it’s own, but just like the Synapse Springs from Engineering, it also has the added benefit of allowing my mana regeneration spells to give me even more mana back by increasing the size of my mana pool. In the case of Shadow Priests, size does matter.

    The other benefit is the Embersilk Net which only Tailors can use. It’s a ranged Root which we otherwise don’t have access to (other than the Paralysis talent), which also deals a fairly small amount of Fire damage to the target. It only lasts for 3 seconds, but those three seconds can be significant and so can getting someone to burn a cooldown or trinket cast to get out of it early).

    Inscription
    Felfire Inscription (+130 Intellect, +25 Haste)

    It’s the best shoulder enchant out there for casters, even if it’s not the PvP enchant we’re using already, but 55 Intellect and 25 Resilience compared to 130 Intellect and 25 Haste isn’t too hard to see the winner. 25 Resilience isn’t going to kill you (hopefully), and that 130 Intellect is worth the upgrade.

    As I already have an Inscriptionist, yes “Inscriptionist” not “scribe”, I’m not too thrilled about having it on two characters, so I don’t know that this is a big enough benefit to make me choose it.

    Leatherworking
    Draconic Embossment – Intellect (Bracer: +130 Intellect)

    Leatherworking is just a little bit above Blacksmithing for me. I get more potential stats from Leatherworking, but again I have very little use for anything else the profession has to offer. It’s another one to consider, but not very likely.

    Blacksmithing
    Socket Bracer (Add a prismatic socket to bracers)
    Socket Gloves (Add a prismatic socket to bracers)

    Blacksmithing doesn’t offer anything real exciting, but it does provide 2 free gem slots that are otherwise unavailable which is 80 Intellect, 120 Stamina, 80 Resilience or 80 Haste just waiting for us to take it.

    I’m not thrilled about the idea of leveling Blacksmithing again, but it’s possible. That’s a lot of time, effort, and gold for a fairly small return. Given that it’s a cloth wearer, it’s even less impressive.

    Onward and Upward
    I’m going to see if I can hit level 85 this weekend on my Priest. I’m fairly confident I can do it, but it’s been about a month since I leveled a character through the end game content so I don’t remember how much time it actually took me on each character. I also have the BoA cloak and the Guild bonus to leveling which I didn’t have on any of the others, so I’ll level faster than before regardless.

    What do you think of my plan to get my PvP gear?

    How about the gems and enchants? Any suggestions for ones to consider that I missed?

    And what about changing professions? Engineering has always been linked to PvP to some extent at least, but do you think I should go there or perhaps another route? Or should I continue swinging my pick axe and not bother changing at all?

     
    9 Comments

    Posted by on February 18, 2011 in Caster, Class, Guide, Player vs Player, Priest

     

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