Welcome to our Enhancement Shaman Leveling Guide for WoW Forever. This guide covers the basics you'll want to keep in mind while leveling, helping you spend less time figuring things out and more time exploring the world.
Enhancement Shaman Leveling Guide
Welcome to our Leveling guide for Enhancement Shaman in WoW: Forever! Known as the swiss army knife of classes, Shaman comes with all manner of tools to tackle challenges on your journey. Enhancement is great at getting up close and personal with enemies, dishing out huge burst and moving around the world quickly. While it's not quite as fast to level as some of the strongest options due to its current Mana concerns, it's got ample self-healing and open world movement, so it's a comfy experience once you have your build set up.
This page has been built to update based on the level you set on the sliders below. That means if you're looking for tailored recommendations for your talents, gear, or even what areas and dungeons to tackle based on where you're at right now, we've got you covered. Remember though, if you ever feel like striding out choosing a different path, we recommend doing so, it's your own journey to 60 after all!
High burst single-target
Strong AoE unlocked early
Lots of self-healing tools
Very mobile after 20 with
Ghost Wolf
Extremely high Mana costs
Dependant on weapon upgrades
Takes a while to get key talents
Can get overwhelmed by multiple enemies
Leveling Talent Build
The above tree is built for leveling, so many choices are made to try to reduce the pressure on your Mana pool. During the beta, it was a huge limiting factor, so along the way to 60 we've tailored the build toward prioritising resources. Key pickups available to you are:
- 20 –
Shamanistic Focus reduces Shock cost by 45%. - 30 –
Improved Stormstrike finally allows for some in-combat Mana regen. - 38 –
Mindfulness allows for even more in-combat Mana regen passively. - 42 –
Water Shield restores Mana when struck or when you crit.
Enhancement's goal is to build toward
Stormstrike as soon as possible,
hitting a big power spike at Level 30 when
Windfury Weapon unlocks.
Improved Stormstrike adds Mana sustain and cooldown resets on top, making
it your backbone.
Spirit Weapons adds even more chances to get resets, and
some extra defense by enabling Parry.
Once the core is built though, a quick pivot to Resto for
Mindfulness
and
Water Shield's high Mana value is worth delaying other talents for.
Both deep Enhancement talents,
Maelstrom Weapon and
Rage of the Farseer,
require heavy investment without having great return while leveling, so are best
saved until after.
Beyond that, there's a handful of less flashy talents that are equally important:
Improved Ghost Wolf – makes
Ghost Wolf instant and usable indoors.
Mental Dexterity – grants AP from Intellect, allowing you to fix some of the Mana issues with gear.
Mental Quickness – grants SP from Intellect on top of the above.
There's some flexibility in your choices on the tree depending on how comfortable you are with resource management, so it's not set in stone. For now, we've erred on the side of maximizing resources for both offensive ability use and self-healing access.
Enhancement Shaman Leveling Rotation
Enhancement when leveling is fairly simple to pick up, with only a handful of
buttons that deal up-front damage limited by cooldowns. Your bread and butter
are Shocks (usually
Earth Shock, but can switch around if another
just received a new rank), and
Stormstrike after level 25.
FAQHow do I Manage my Mana?
This fluctuates a lot depending on level, but it's always important to know when you can leave things to your auto-attacks instead of spending resources and overkilling a target. Remember, Mana does kill things faster, but you'll need to pay the cost of drinking if you spend it too aggressively.
Your base Mana regeneration from Spirit is paused for 5 seconds after spending any Mana (this includes instant casts and totems). If you aren't in danger and find yourself running low, you can always stop casting and let it passively build back up while you smack your target.
Totems are at the core of Shaman identity, providing buffs and unique effects. These are stationary, so you'll often need to drop a fresh set if you move around a lot. Totems you should be using for each element are:
- Earth –
Strength of Earth Totem
for damage, or
Stoneskin Totem for defense. - Fire –
Flametongue Totem
once unlocked,
Searing Totem otherwise. - Water –
Mana Spring Totem. - Air –
Windfury Totem in
groups, or
Grounding Totem against spellcasters. - Note – Use
Totemic Recall off the GCD when moving
to new areas.
FAQShould I use Call of the Elements and Totemic Projection?
Both of these spells are awkward for different reasons.
Call of the Elements
drops a full set of four Totems, but has a 3-second cast time. Since Totems only
have a 1-second GCD and you rarely need all 4, it's easier to just drop them
one by one instantly on the way in.
Totemic Projection on the other hand costs a massive amount
of Mana, and is also on the standard GCD. For the cost, it's easier to
Totemic Recall and drop a fresh set.
Enhancement Ability Rotation
Enhancement plays similarly in single-target and AoE when leveling. Below is a general list of priorities:
Before Combat
- Always be imbued –
Windfury Weapon after 30,
Rockbiter Weapon before. - Apply
Lightning Shield between pulls.- Switch to
Water Shield once taken and maintain it in combat.
- Switch to
- Drop Totems before engaging.
In Combat
- Cast
Lightning Bolt (rank 1) to pull enemies out of range. - Cast
Stormstrike on cooldown. React to
Improved Stormstrike resets. - Cast
Rage of the Farseer against dangerous foes. - Cast
Lightning Bolt (max rank) with 5
Maelstrom Weapon stacks. - Cast
Earth Shock on cooldown.- Alternate
Flame Shock &
Earth Shock in groups. - Switch to
Frost Shock over
Earth Shock if threat is an issue.
- Alternate
- Cast
Fire Nova with an active Fire Totem with spare Mana. - Auto-attack until the enemy dies.
After each pull, remember to use
Healing Wave to heal up and drink if
your Mana is low.
Important Abilities
Shaman have a wealth of tools at their disposal, and not all of them are purely offensive. The beauty of the class is in its flexibility, so below is a list of things you should always keep close to hand:
-
Windfury Weapon grants a 20% chance each swing to hit two extra times.
Lasts one hour, so always be imbued. Use
Rockbiter Weapon instead
before level 30.
-
Stormstrike instantly strikes with your weapon, and can trigger
Windfury Weapon too!
-
Earth Shock deals Nature damage and interrupts your target. Great for
pulling spellcasters.
-
Fire Nova deals AoE Fire damage around your active Fire Totem. Strong
in AoE, but costs a lot of Mana.
-
Ghost Wolf increases movement speed by 40%. Has no cooldown or
duration, so it's great for moving around, but you can't attack.
Improved Ghost Wolf makes it instant and allows you to move indoors.
-
Healing Wave heals your target for a large amount. Extremely efficient,
and great for topping up when needed. In combat,
Lesser Healing Wave
is less efficient but faster, so suffers less from pushback.
-
Windfury Totem is exclusive with your imbue, but extends a similar
effect to your party.
-
Flametongue Totem will stack with your
Windfury Weapon
imbue but not your Windfury Totem, so it's just a good Fire Totem
anchor for
Fire Nova due to the long duration.
Utility and Crowd Control
On top of its offense and healing capabilities, Shaman comes with a lot of extra utility options to deal with specific problems. While you may not be as tanky as a Paladin or as slippery as a Rogue, you'll often find that you have something up your sleeve for most things you come across out in the world. This extends further to group content, where you'll be a boon to most parties!
Click for Utility and Crowd Control Details!
-
Frost Shock – shares a cooldown with
Earth Shock, but
instead of interrupting it slows your target for 8 seconds. Great for kiting,
and also doesn't generate higher threat if you're struggling in dungeons.
-
Earthbind Totem – Earth Totem
that slows nearby enemies by 50%. Excellent for getting out of bad situations and
kiting enemies.
-
Stoneclaw Totem – Earth Totem
taunts nearby creatures. While this can struggle to pull threat off you, if an
extra enemy gets pulled this can tank for a moment (until it dies!) taking the
pressure off while you get your bearings.
-
Cure Poison – dispels a Poison effect from you or a targeted
ally. You also have
Poison Cleansing Totem, a Water
Totem that pulses the same effect onto your party every 5 seconds.
-
Cure Disease – same as above, but for Disease effects instead.
Also has a Water Totem
equivalent -
Disease Cleansing Totem.
-
Purge – removes up to two beneficial magic effects from your
target. Good for getting rid of key buffs or heals applied by enemies.
-
Tremor Totem – Earth Totem
that pulses every two seconds, removing Charm, Sleep and Fear effects from you
and your party.
-
Reincarnation – allows you to resurrect yourself upon death
with 20% Health and Mana. Has a 1-hour cooldown and requires an
Ankh
to use, but extremely useful to save death runs if you're caught
unaware. Careful though, you stand right back up, so might pull whatever just
killed you!
-
Ancestral Spirit – resurrects a dead ally after a 10-second cast.
Helpful to recover from bad pulls in dungeons, or if you want to be a kind
citizen to save someone a death run if you cross paths with their corpse out
in the world.
-
Grounding Totem – Air Totem
that redirects a spell cast at you or your party to itself. Only eats up one
spell, but great for reducing damage taken against spellcasters.
-
Astral Recall – acts as a second Hearthstone, returning you to
the same location with a 15-minute cooldown that isn't shared.
-
Water Walking – allows you to walk on water for 10 minutes.
Requires one
Fish Oil to cast, and breaks on damage taken, casting
Ghost Wolf or mounting. Very helpful for quickly crossing bodies of
water instead of taking the long way round.
-
Water Breathing – allows you to breathe underwater for 10
minutes. Requires one
Shiny Fish Scales to cast, great for any quests
that send you into the depths.
Enhancement Shaman Stats
While leveling, you don't always have a great deal of choice in the stats on your gear. Below, we've gone through important stats to look out for and why. This is slightly different for leveling when compared to endgame content, so if you're looking for a more robust breakdown you can hop over to our main Stats page.
- Weapon DPS
- Improves your auto-attack damage,
Stormstrike and
Windfury Weapon.
Always your first priority to keep up to date when leveling. Aim for
a slow 2-Handed weapon, ideally around the 3.3-3.8 speed range.
- Improves your auto-attack damage,
- Strength
- Provides two Attack Power per point, increasing the damage of melee attacks. Stronger than Intellect especially at lower levels, but purely offensive.
- Intellect
- Each point provides one Attack Power through
Mental Dexterity, 15
Mana, and increases Spell Crit chance. Since Mana is a big constraint when
leveling, especially early this rivals Strength.
- Each point provides one Attack Power through
- Spirit
- Increases your passive Mana Regeneration every 5 seconds when not casting
spells. Once you have either
Improved Stormstrike or
Mindfulness
(or both!) this also works while casting spells, so becomes a great source of
Mana sustain. Not as strong as offensive stats, but very comfortable.
- Increases your passive Mana Regeneration every 5 seconds when not casting
spells. Once you have either
- Agility
- Increases Melee Crit and Dodge chance per point. Since there's no Attack
Power modifier for Shaman, it's not quite as important. Slightly better once
you unlock
Flurry though, so remains relevant, and is hard to avoid
early on Leather gear.
- Increases Melee Crit and Dodge chance per point. Since there's no Attack
Power modifier for Shaman, it's not quite as important. Slightly better once
you unlock
- Stamina
- Each point increases maximum health, but has no offensive benefit. Its value comes down to how often you feel in danger - if pulls are scary, invest in a little more, if you're rarely threatened, focus on offense.
FAQWhere's Hit, Crit and Expertise?
All three of these are powerful stats at max level and are worth seeking out, but on the Beta they were so rare on gear that it's difficult to evaluate how often you'll even have these as a choice.
Both Hit and Expertise increase your chance of hitting targets, so is extremely
valuable when leveling considering how slow our swings are and how punishing misses
can be. Critical Strike on the other hand is a more efficient way of maintaining
Flurry over Agility while increasing damage, but is much harder to come
by in large amounts.
FAQWhat about Attack Power and Spell Power?
All things equal, every two Attack Power is roughly equal to one Strength in terms of pure DPS value, so an item needs twice as much of this to equal raw stats. Compared to Intellect the conversion is 1:1, but doesn't give any of the extra benefits like extra Mana listed above.
Spell Power is purely a nice-to-have when leveling. So much more of your damage is sourced from your weapon swings that it's just a nice extra if a piece already looks equal or stronger to what you're currently wearing.
Gear and Where to Level
In Forever, as you progress through your journey it can be overwhelming to keep up with things to do and items to seek out. Below, we've created a section for each faction that walks you through milestones worth doing as they unlock. While you can approach your adventure in whatever way you choose to, if you're feeling lost, we'll get you back on track!
- Recommended Quest Zones
Alliance –
Loch Modan, Westfall and Darkshore
Redridge Mountains and Duskwood
Ashenvale, Duskwood and The Wetlands
Horde –
The Barrens and Silverpine Forest
The Barrens, Silverpine Forest and Stonetalon Mountains
Stonetalon Mountains, Ashenvale and Hillsbrad Foothills
Thousand Needles, Ashenvale and Hillsbrad Foothills
- Recommended Dungeons
Alliance –
Hall of Thanes
Hall of Thanes and The Deadmines
The Deadmines and The Stockade
The Stockade and Blackfathom Deeps
Blackfathom Deeps and Excavation Site: Wetlands
Excavation Site: Wetlands and City of Dalaran
Horde –
Ragefire Chasm
Ragefire Chasm and Ruins of Lordaeron
Ruins of Lordaeron and Wailing Caverns
Wailing Caverns and Shadowfang Keep
Shadowfang Keep and Blackfathom Deeps
City of Dalaran and Razorfen Kraul
- Milestone Quests – Call of Fire. Complete ASAP for your Fire Totem.
- Call of Earth should already be completed.
- Milestone Quests –
Next: Call of Water unlocks at Level 20.
- Call of Fire & Call of Earth should already be completed.
- Milestone Quests –
Call of Water. Complete over time for your Water Totem due to the amount of travel.
- Call of Earth & Call of Fire should already be completed.
- Milestone Quests –
Call of Air. Complete over time. Requires a Razorfen Kraul run and multiple
zones to complete.
- Call of Earth, Call of Fire & Call of Water should already be completed.
Worthwhile Gear Pickups
On your journey, the piece of gear you should care about the most is your weapon. Below are the best pickups available for you at your chosen level:
- Weapons Worth Grabbing
Alliance –
Ironforge Greathammer from Old Ironforge Incursion
Smite's Mighty Hammer from The Deadmines
Horde –
Axe of Orgrimmar from Hidden Enemies
Forsaken Greataxe from The Wrath of Rath'mael
Horde /
Alliance –
Twilight Maul from Blackfathom Deeps
Corpsemaker from Razorfen Kraul
Rage of the Storm from Call of Air
- Alternative –
Corpsemaker from Razorfen Kraul
Alongside weapons, below are quests with upgrades worth the time. When quests lose experience value, they're removed from the list:
Alliance – nothing until level 16+
Horde – nothing until level 18+- Chest –
21+
Bone-studded Leather from Missing In Action - Chest
26+ –
Raptorbane Armor from Ormer's Revenge
26+ –
Ribbed Breastplate from
Humbert's Sword
- Cloak –
24+
Wildhunter Cloak from The Hunt Completed - Gloves –
28+
Tiger Hunter Gloves from Tiger Mastery - Belt –
18+
Screecher Belt from Bloodfury Bloodline - Legs –
29+
Carnage Trousers from Carnage - Boots
21+ –
Disjointed Shoes from WANTED: Incinerator Gar'im
21+ –
Stomping Boots from
Elixir of Pain
24+ –
Tundra Boots from Grimtotem Spying
- Ring
16+ –
Seal of Wrynn from An Audience with the King
20+ –
Malignant Root from turning in
Rotheap Innards to The Greenwarden
20+ –
Loop of Sacrifice from The Offering of Blood
We can't offer gear or leveling suggestions beyond the WoW Forever beta level cap of 30. Check back after launch for updated guidance!
Profession Gear - Leatherworking
Profession gear is extremely powerful in Forever. Provided you keep your skill up to date, taking the time to craft is worth it. We recommend Leatherworking, but your first craft doesn't become available until Level 11. Make sure to level it as you go to make sure you can craft things as soon as they unlock! Since we recommend Leatherworking, below are bind-on-pickup crafts available at your selected level:
| Slot | Item | Skill Level |
|---|---|---|
| Helm |
20+ |
100 130 |
| Chest |
15+ |
80 110 |
| Gloves |
15+ |
75 |
| Belt |
11+ |
60 150 |
| Legs |
20+ |
105 150 |
| Boots |
17+ |
85 |
Leveling Tips
Not everything is about optimizing your character and rotation, especially when leveling. Below are some tips to keep in mind when you're adventuring:
- Remember Spell Ranks & Weapon Skills – every two levels spell ranks are unlocked, so remember to return to class trainers regularly to unlock new tools. You'll also want to make sure to visit a weapon trainer in Orgrimmar or Ironforge to unlock 2-handed Maces and Axes as early as possible.
- Always carry food and especially water – You will run out of Mana on longer trips, so always have some with you so you don't have to wait for passive regen.
-
Interrupts are powerful –
Earth Shock unlocks
extremely early, and can interrupt enemy spell casts. It's great for
dealing with pesky healers, or pull targets in when they refuse to stop casting.
- Keep up with profession levels – crafted gear is very powerful in Forever, so try to gather enough level appropriate materials in a zone to keep it up to date. You don't want to have to backtrack if you can avoid it.
-
Look out for campfires – in Forever, other players can set up buff
stations around these to give you hour long enhancements if you take a minute
to slow down. Big ones to look out for are
Mana Wells from Alchemists,
and
Camp Tent from Leatherworkers.
- Log out in rested areas – when you're taking a break or logging out for the night, remember to head to an Inn to build up rested XP. While it might not seem like much in the moment, it definitely builds up over time on the long journey to 60!
Leveling Milestones
While you unlock things at every level, there are some key unlocks at certain milestones:
| Level | Milestone Unlock |
|---|---|
| 4 | Earth Totem Quest |
| 10 | Fire Totem Quest |
| 20 | Water Totem Quest |
| 20 | |
| 25 | |
| 30 | Air Totem Quest |
| 30 | |
| 32 |
Professions
There's a lot of good options for professions in Forever, with many having access to strong bind-on-pickup items worth crafting along the way. For Shaman, Leatherworking is especially good, and Skinning is a natural pairing so you can gather your own resources. Below we've listed good picks, ordered by how strongly we recommend them:
-
Leatherworking & Skinning – can
craft high strength gear at every step of the way to 60, provided you keep it
leveled. Also lets you provide your own
Camp Tent for campfires.
-
Enchanting – lets you keep your gear enchanted along
the way, and can craft the powerful
Polished Driftwood Icon after level
20.
-
Alchemy – can craft consumables to give you the edge
all the way to 60, provided you gather the herbs to make them. Also lets you
drop your own
Mana Wells for campfires.
- Herbalism – a tried and true way of making money, and supplies your Alchemy needs as well.
It's also always worth grabbing secondary skills and keeping them up to date too. First Aid allows you to craft your own health potions for emergencies, while Cooking can provide strong buff food that even boosts your experience earned!