Cataclysm Classic Restoration Shaman Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Restoration Shaman in Cataclysm Classic.
Restoration Shaman Spells, Cooldowns and Abilities
This page will list the relevant skills for a Restoration Shaman, and explain what they do. It is recommended that you read through this page in order to have a basis for the various topics that are discussed throughout the rest of this guide.
New abilities for Restoration Shamans in Cataclysm Classic
Unleash Elements has different effects depending on your active weapon
imbues:
Unleash Wind for
Windfury Weapon,
Unleash Flame
for
Flametongue Weapon,
Unleash Life for
Earthliving Weapon,
Unleash Frost for
Frostbrand Weapon, and
Unleash Earth
for
Rockbiter Weapon. Dual-wielding means you get to unleash two effects
per cast instead of one.
Healing Rain is a new area heal which you can place on the ground
for 10-seconds. While it can do great healing, it does require 6 injured players
to stand within it for the full duration, making it more situational than most
area heals.
Spiritwalker's Grace allows the Shaman to move while casting spells for
15 seconds.
Elemental Resistance Totem replaces all Elemental resist totems and grants
extra spell resistance against all elements.
Bind Elemental is used to crowd control elemental enemies.
Ancestral Vision can be used to resurrect all nearby allies with a
single spell cast.
Greater Healing Wave is a strong but slow single-target heal. This makes
it likely to overheal, so be prepared to stop casting at the last moment if it looks
like that will be the case.
Healing Surge casts very quickly and does decent healing but costs a
huge amount of Mana, so make sure to only use it as an emergency heal.
Healing Spells for Restoration Shamans
Riptide is a heal-over-time for Restoration Shamans with
a strong initial heal component and overall high healing potential, especially with
Glyph of Riptide.
Chain Heals cast on targets with Riptide active will
consume it to make the whole Chain Heal 25% stronger.
Chain Heal is one of the best area-of-effect heals in the game due to
its high healing, lack of cooldown, and smart-heal properties, which will cause
it to jump to the most injured targets in range, regardless of the group they are
on.
Healing Wave is an efficient but slow single-target heal. This makes
it ideal to heal small amounts of damage during downtime.
Nature's Swiftness, while not a healing spell by itself, allows
you to use one instantly every 2 minutes. This is great when trying to land an
emergency
Greater Healing Wave on a struggling target, or for more healing
with
Chain Heal.
Damage Spells for Restoration Shamans
Lava Burst is a new spell which always critically strikes if
Flame Shock
is present on the target. While not particularly useful for Restoration, it can
provide a decent amount of damage when healing is not needed.
Fire Nova causes your
Flame Shock debuffed targets to explode
for damage around themselves. Since it has a very short 4-second cooldown, it can
do massive area damage but Restoration will generally not be able to spread enough
Flame Shocks to make it worthwhile.
Lightning Bolt deals damage to a single target from range. This is a
decent damage spell in PvE, with a good damage to Mana ratio and no cooldown.
Chain Lightning deals damage to three targets from range. It does more
damage than
Lightning Bolt, even to its primary target, and has a lower
cast time, but it also has a 3-second cooldown and a large Mana cost. Use it for
area-=of-effect damage or when bursting down an enemy.
Earth Shock deals damage and slows the melee attack speed of its target.
Useful against melee enemies if you cannot avoid their attacks.
Frost Shock deals damage and slows its target by 50% for 8 seconds.
This makes it useful when chasing, or fleeing from enemies.
Flame Shock deals damage-over-time to its target. This can contribute
a small, but consistent, chunk of damage in a fight, and has the added usefulness
of preventing Rogues and Druids from staying in stealth while it is active.
Totems for Restoration Shamans
A Totem is instantly placed on the ground near you when you cast it, does not move, and generally has a single digit of health, allowing it to be destroyed by your enemies with any single-target ability. Their effects only apply to your 5-player party, even when you are in a raid group.
Every Shaman Totem has a specific niche role to fill and a distinct ability. There are four types of Totems: Air, Earth, Water, and Fire, and you can have only one Totem of each element placed at a time, which will be replaced if you cast a new Totem of the same element.
Call of the Elements,
Call of the Ancestors, and
Call of the Spirits
allow you to customize up to one totem of each type to instantly be dropped down
when these abilities are used, saving significant time.
Totemic Recall allows you to destroy your current totems in order to
recover 25% of their Mana cost. You can use this to avoid pulling patrols with
your totems, to recover some Mana when moving to a new place, and even just to
recover some Mana for free when your totems are about to expire!
Air Totems for Restoration Shamans
Wrath of Air Totem provides significant Spell Haste and should always
be placed down if you are the only one who can provide this raid buff in a group.
Windfury Totem provides melee Haste to nearby players and is one
of the best melee buffs, but can also be provided by Death Knights.
Grounding Totem will redirect to itself any harmful spell cast at a
nearby party member which is great to handle problematic spells in PvP, such as
Counterspell.
Earth Totems for Restoration Shamans
Earth Elemental Totem creates an Earth Elemental that taunts and
generates threat on nearby enemies. Due to its relatively high health, it can
serve as an emergency tank for you and your group.
Strength of Earth Totem grants extra Strength and Agility to your raid.
Tremor Totem removes Fear, Charm, and Sleep effects from your
party every 5 seconds. This makes it invaluable in fights with Fear
effects or in PvP. Make sure to drop it when slightly under 5 seconds are left
for the Fear effect to hit the party, so that it is removed almost instantly.
Earthbind Totem slows nearby enemies, making it easier to flee or kite.
Stoneskin Totem increases the Armor of your raid group and can also
be provided by Paladins with
Devotion Aura.
Stoneclaw Totem taunts enemies, serving as a distraction for a short
period with its small health pool. It is mostly of use while leveling or when used
with
Glyph of Stoneclaw Totem.
Water Totems for Restoration Shamans
Mana Tide Totem regenerates the Mana of your raid members rapidly, but
only lasts for 12 seconds, with a big cooldown of 3 minutes. Use it when yourself
and allies have lost enough Mana that the extra regeneration will not go to waste.
Mana Spring Totem regenerates the Mana of your party by a small amount
every 2 seconds. This improves your party's Mana sustainability, and should be
up unless another player is already providing a similar buff, as they do not stack.
Healing Stream Totem heals your party for a small amount every
2 seconds. While its healing is low, it is still usually worth keeping it out as
it also has a long duration.
Fire Totems for Restoration Shamans
Fire Elemental Totem creates a Fire Elemental that scales with your Spell
Power when cast (thus allowing for the use of pure Spell Power gear in a pre-pull
min-max situation) and deals significant single-target and area-of-effect damage, making
it great for contributing damage to your group or while soloing.
Magma Totem deals small amounts of area-of-effect damage to nearby
enemies very frequently. Since it has no cooldown, you can use it for extra
damage, especially against multiple enemies.
Searing Totem deals a small amount of single-target damage to nearby
enemies. It deals less single-target damage than
Magma Totem but is
also cheaper and available at a lower level.
Flametongue Totem increases the Spell Power of nearby party members.
It is a weaker version of
Demonic Pact or
Totemic Wrath, and
should only be used when these are not available.
Utility Spells for Restoration Shamans
Earthliving Weapon is a weapon imbue for Restoration Shamans,
which increases healing done and causes the
Earthliving effect occasionally
on targets healed.
Wind Shear interrupts your target for 2 seconds on a 15-second cooldown
with a 25-yard range, making it one of the best interrupts in the game.
Hex is a crowd control spell similar to
Polymorph but it
does not heal the target or break instantly upon any damage, while also letting
the target slowly move around. It is a Curse effect, making it harder to be dispelled
by some classes.
Bloodlust /
Heroism grant a huge amount of Haste for 40
seconds to the Shaman's raid group and can only also be brought by
Mages, making it a strong reason to bring at least one Shaman to a group.
Lightning Shield grants you a buff that causes damage to melee attackers
when they hit you.
Water Shield creates a shield on yourself which provides passive Mana
regeneration and extra bursts of Mana whenever you are hit. This is great in all
types of content, but especially so if you are being consistently hit for the
extra Mana returns, while soloing and leveling.
Ghost Wolf boosts your running speed by 40% but can only be used outdoors.
You can learn it at an early level, making this is a very important movement skill
for leveling Shamans.
Reincarnation allows you to return to life after dying, as long as
its 30-minute cooldown is ready. You can use it to recover from mistakes.
Ancestral Spirit brings the target back to life, but can only be
used while out of combat.
Purge removes two buffs from its (enemy) target. You will typically
be using it to remove healing-over-time, shields, and buff effects.
Rockbiter Weapon is a weapon imbue that increases your Physical damage.
It is only useful during the early stages of leveling.
Windfury Weapon enchants your weapon, granting your melee abilities
a 20% chance to activate two extra auto attacks with added attack power instantly.
This is a sizable, unpredictable damage boost that you should aim to have active
whenever you are soloing.
Flametongue Weapon is a weapon imbue that increases your Spell Damage
and causes each hit to deal additional Fire damage. You can use this instead of
Earthliving Weapon if you are focused on dealing damage.
Astral Recall recalls you to your set
Hearthstone location, with a cooldown
of 15 minutes. This is pretty handy for quickly traveling the world.
Water Walking allows you or another friendly player to move over
water for 10 minutes. Taking any damage will cancel the effect, but you can still
use it to quickly move through certain parts of the world.
Water Breathing allows you, or another friendly player, to have unlimited
breath while underwater for 10 minutes. This is generally useless, but can save
you sometimes when doing underwater quests or gathering.
Far Sight grants you vision over an area, allowing you to detect enemy
players without actually putting yourself in danger.
More Cataclysm Shaman Guides
More Cataclysm Spec Guides from Other Classes
This guide has been written by Seksi, original vanilla player and multi-class player, currently playing on Gehennas Horde. You can find him on the Classic Warrior, Mage and Shaman Discords, as well as the Icy Veins Discord.
- New Cataclysm Classic Valor Cap Set to Week 2 Due to Bug
- Season of Discovery Naxxramas Soft Reset Issue Fix and Warning
- Cataclysm Classic: Hour of Twilight Is Now Live!
- Currency Conversions, New Caps and Ways of Acquiring Them Coming With Hour of Twilight Patch
- Season of Discovery Hotfixes: February 14th
- Auction House Update and Countdown Phase in Cataclysm Classic: February 17th
- Classic Hardcore, Era, and Anniversary Realm Black Lotus Respawn Rate Increase
- Massive Nerf Coming to Firelands With Release of Hour of Twilight