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.
- Molten Core Tuning Detailed, Coming After Weekly Reset
- Molten Core Trash Mob Immunity Hotfix
- Molten Core and Onyxia's Lair Now Live in Season of Discovery Phase 4
- Higher Libram and Burning Essence Droprate Hotfix Coming + Fire Resist Explanation in SoD P4
- Molten Core Season of Discovery Details and Launch Date and Time
- Rise of the Zandalari Patch Coming to Cataclysm Classic on July 30th!
- SoD World Boss Resurrection Issues: July 18th
- World Bosses Live Now in Season of Discovery Phase 4