Before your first dungeon
- Equip your healing set and train the useful heal ranks available at your level.
- Show every party member on your frames. Bind your main heal, emergency heal and available dispel or interrupt. Test mouseover targeting before the first pull.
- Bring current-level water and recovery supplies. Tell the tank when you need a drink break, and begin drinking as soon as combat safely ends.
- Check line of sight (LoS) and healing range. Stand where you can reach the tank without walking into the next pack.
Shaman class quests
- 4 — Call of Earth: unlock Earth Totem. Dwarves are directed to Teo Hammerstorm in Anvilmar.
Orc/
Troll and
Tauren routes use their own starting-area trainers. - 10 — Call of Fire: complete the chain for Fire Totem. Accept the starting quest from your race's trainer instead of following another race's route.
- 20 — Call of Water: unlock Water Totem and
Healing Stream Totem. The
Dwarf starting quest sends you to Norric Lochthane at the northwestern shore of Loch Modan. Keep the supplied quest items and finish the chain before discarding them. - 30 — Call of Air: check your trainer for the Air Totem route.
Windshaper Skyborne have separate class-quest entries. Follow the Windshaper quest text rather than a Durotar walkthrough.
Dungeon checklist
- Train useful spell ranks and complete your totem-unlock class quests.
- Keep water, mana potions and an escape route available. Shamans cannot use wands.
- Move toward the tank if you get aggro. Prioritize whoever is likely to die next, rather than automatically healing the lowest health bar.
- Remove a dangerous enemy magic buff with
Purge when its value justifies the mana. - Keep a lower-rank heal and a strong current-rank heal on your bars. Use the cheaper rank only when it can keep up with the damage.
At level 40 and beyond
Follow the Leveling variant for the 31–60 healing talent order. Use Endgame for level-60 dungeon and raid healing. Dual Specialization is available at 40 if you want a separate questing setup.
Efficient dungeon leveling
- Gather the dungeon's relevant quests and complete prerequisites before traveling. Choose runs that complete your quests or offer several useful upgrades.
- Keep your party at an appropriate level and tell the tank when you need to drink. Repeated wipes, long travel and waiting for replacements can make a difficult dungeon slower than questing.
- Dungeon XP has changed during the beta. Decide whether to repeat a run based on its XP, quests, gear upgrades and travel time.
- Between groups, quest with a partner where possible. If you want to prioritize solo speed, use the
Shaman solo-leveling guide linked in the Level 1-30 and Leveling variants and return here for your healing setup.
Trainer priorities while leveling
At each trainer visit, buy the spells that support your current role first. A talent-granted spell still requires its talent investment. Avoid delaying an important healing or utility unlock to fund a small gear upgrade.
- Keep
Healing Wave and
Lesser Healing Wave ranks appropriate for your level. Train
Chain Heal when it becomes available. - Prioritize your poison and disease removal,
Ancestral Spirit,
Purge and useful totems. Complete your totem-unlock class quests. - A low rank of
Earth Shock can provide an economical interrupt. Keep damage ranks and weapon skills current if you quest between groups, but do not buy unused damage ranks at the expense of healing supplies.
Mouseover healing
Each macro below first uses a living friendly mouseover, then your living friendly target, then yourself. Use one macro per spell. A valid mouseover that is out of range does not fall through to another target.
Healing Wave
#showtooltip Healing Wave
/cast [@mouseover,help,nodead][help,nodead][@player] Healing Wave
Lesser Healing Wave
#showtooltip Lesser Healing Wave
/cast [@mouseover,help,nodead][help,nodead][@player] Lesser Healing Wave
These examples use your highest learned rank. Add a rank only if you deliberately want it, using the name in your spellbook. Localized clients require localized spell names. Test targeting, range and dead targets on your frames before relying on a macro in a dungeon.
Time your heals and choose the right target
For a predictable heavy hit, begin
Healing Wave early enough to finish just after the damage lands. Use your actual cast time; landing before the hit usually wastes healing. If the target is safely covered by another heal, cancel an unnecessary cast before it finishes to save mana. Do not repeatedly cancel while the target remains in danger.
Prioritize the player most likely to die next, rather than simply the lowest health percentage. Consider their next incoming hit, existing HoTs, incoming heals, range and your healing assignment.
Use quiet moments to conserve mana
When healing is safely covered, a pause in mana spending can let normal Spirit regeneration resume after five seconds. Mana-costing instant spells also restart that window. Mana per 5 seconds continues independently, and talents may retain part of Spirit regeneration while casting. Never delay a needed heal just to reach a regeneration tick.
Choose a spell rank that covers the expected damage. Lower ranks are not automatically more efficient: Forever penalizes very low-rank scaling and some healing proc chances. Keep a strong current rank available and judge alternatives with your current gear rather than importing an old Classic rank list.
Prepare Riptide for useful Chain Heals
Use this advice once the relevant spells and talents are available. Your
Riptide HoT lasts 15 seconds and increases
Chain Heal by 25% when you cast directly on that target. For predictable group damage, prepare it on a suitable primary target who will be near other injured allies. A later jump to a Riptide target is not the same setup.
Riptide has a 6-second cooldown, so it can become available well before its HoT ends. Do not automatically refresh the same target every cooldown: use the instant heal when needed, cover another suitable target, or leave the existing HoT ticking.
Choose the target before choosing the spell
Start
Chain Heal on someone who needs the first heal and is close enough to other injured allies for useful jumps. An isolated target is usually better served by a single-target heal. Precast for predictable group damage rather than beginning only after everyone is dangerously low.
Do not delay a rescue to apply
Riptide first. Use
Lesser Healing Wave when a longer cast would be too slow, or
Nature's Swiftness with
Healing Wave for a large emergency heal when available. Match the response to the danger rather than a fixed health-percentage rule.
Refresh Water Shield at a safe moment
Track
Water Shield charges as well as its duration. It has three charges, and qualifying spell critical hits or incoming hits can consume them. Reapplying it costs no mana but uses a global cooldown, so refresh before pressure or during a safe gap. Do not deliberately take damage or cast unnecessary spells just to seek mana procs.
Place and move totems with a plan
Set up useful totems before healing pressure begins.
Call of the Elements takes 3 seconds to cast.
Totemic Projection moves active totems but costs 25% of base mana and has a 1-minute cooldown; moving them is not free.
Totemic Recall returns 25% of the mana used for your active totems. Recall unwanted totems before they cause an unsafe pull, but do not automatically remove buffs the group still needs. Compare repositioning with recalling and replacing the totems you actually want.
Give Mana Tide time and the right recipients
When talented, place
Mana Tide Totem within 30 yards of the party members who need mana. Use it early enough that they can benefit through its 12-second duration, while avoiding wasted recovery on full mana bars. Do not replace its Water-totem slot or recall it before it finishes. Restore the appropriate Water totem afterward.
Example: preparing for group damage
Place useful totems and refresh
Water Shield safely, prepare
Riptide on a suitable clustered target, then time
Chain Heal to land after the damage. Reassess who still needs healing instead of repeating the sequence automatically; save an endangered ally immediately if setup would take too long.