Elemental Shaman Level 58 Boost Guide
This guide was designed to help new and returning Elemental Shamans with getting up to speed on how their class plays at Level 58 with the TBC talents and spells.
It is also an excellent first-read for players using the new TBCC Dark Portal Boost!
TBCC Elemental Shaman Overview
The purpose of this guide is to help you decide on whether you want to boost an Elemental Shaman to Level 58, and to give a quick rundown on talents, important spells, and stats so that you can start playing right away!
Elemental Shamans are the best caster support class in the TBC Classic pre-patch and also have good ranged DPS on their own, which starts off strong due to the abundance of Spell Hit and Critical Strike they can get from talents alone.
Strengths and Weaknesses
Excellent DPS at low gear levels.
Able to burst on demand with
Elemental Mastery.
Best caster support in the game with
Totem of Wrath,
Wrath of Air Totem, and
Bloodlust /
Heroism.
Low mobility and survivability.
Poor scaling with gear when compared to other casters.
Struggles with sustaining Mana in longer fights, especially when at low Critical Strike levels.
Best Races for TBCC Alliance Elemental Shamans
Draenei is the only race available. While it is not one of the most impactful Shaman races, it does provide useful benefits, especially to caster groups with its 1% Spell Hit aura effect!
Best Races for TBCC Horde Elemental Shamans
Trolls are the best PvE choice if your goal is to maximize
your throughput due to Berserking, which speeds up your attacks
and casts, especially if activated at low health.
Beast Slaying can also
be useful against beast-type enemies.
Orc is the go-to PvP race due to Hardiness, which allows
you to occasionally resist stun effects. This is especially useful against
Rogues. They also have
Blood Fury, which is a powerful
throughput cooldown, but does come with a significant penalty which makes it not
usable in every situation.
A Tauren's War Stomp is quite reliable in PvP, often
allowing for an emergency
Lesser Healing Wave or
Chain Lightning casts, but few uses in PvE. The 5% increased health
from
Endurance is minor. Finally, Tauren have a larger hitbox
(especially male Tauren), which grants them a slightly increased casting range,
but also makes them able to be hit by enemy abilities more easily.
TBCC Elemental Shaman Talents for Level 58 Boosts
The talent build listed below is a jack-of-all-trades with which you can do PvE, PvP and level to 60, while using only the talent points available at Level 58.
While there are better builds available for pure PvE, PvP or leveling, this one can take a crack at everything during the pre-patch period, after which we would recommend you to go with our leveling guide for the journey to 70.
Stats for Elemental Shamans in TBCC
The list below compares the relative value of 1 point of the stat, or rating in the case of Spell Hit Rating, for example.
- Spell Hit up to the 16% cap vs bosses, 3% in PvP;
- Spell Damage;
- Spell Critical Strike;
- Spell Haste;
- Intellect;
- Stamina;
- Spell Penetration;
- Mp5;
- Spirit.
This is the stat priority that will generally result in higher DPS. Although Stamina does not give damage it does help you stay alive, especially against unavoidable damage; make sure to not neglect it!
Elemental Shaman Rotation / Spell Priority in TBCC
In single-target you will use:
- Place down your totems (group-dependent but generally will include at least
Totem of Wrath);
Chain Lightning (+
Elemental Mastery when available) if Mana is not an issue;
Lightning Bolt;
Flame Shock when movement is required.
For area-of-effect damage you will use:
Fire Nova Totem;
Chain Lightning (+
Elemental Mastery when available);
Magma Totem while
Fire Nova Totem is on cooldown;
Lightning Bolt;
Flame Shock when movement is required.
Best Professions for Elemental Shamans in TBCC
While all professions have their unique benefits, we would recommend PvE-focused
players to level Leatherworking, for the Windhawk Armor set,
which doubles as a very strong Restoration Shaman set. You will
also get Drums of Battle, which are an important consumable only brought by
Leatherworkers.
Enchanting also has significant personal benefits due to exclusive
ring enchants which will increase your throughput for all of TBC Classic.
Alternatively, Engineering has many explosives that will drastically
increase your area-of-effect damage, such as the new Super Sapper Charge.
Tailoring is not recommended, as it only provides a set bonus for the Spellstrike Infusion set which is not comparable to the benefits of the other previously-listed professions. If you do take it, make sure to make some gold with its periodic cloth transmutes.
Finally, Alchemy is a good passive goldmaking profession due to the transmute recipes and the new elixir, potion, and transmute masteries making it a strong profession on an alt that you do not want to min-max your throughput on.
TBCC Elemental Shaman Abilities
A Totem is instantly placed on the ground near you when you cast it, it does not move and generally has single digits of health, allowing it to be destroyed by your enemies with any single-target ability. Their effects only apply to your group or 5-player group, 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.
Air Totems for Elemental Shamans in TBCC
Windfury Totem is the largest DPS increase a Shaman can provide
to a melee group with Warriors and Rogues in it. It grants a temporary weapon
enchant to your group, allowing them to sometimes do multiple auto attacks with
extra Attack Power whenever they hit the enemy with melee abilities. Warriors
are a particularly good target for this effect, due to the extra Rage gained by
the extra auto attacks.
Grace of Air Totem boosts the Agility of group members. While not
as high of a DPS increase as
Windfury Totem for Warriors and
Rogues, it provides a higher benefit to Hunters and Druids who cannot make use
of Windfury with their forms and ranged attacks and should thus be used whenever
you are in the Hunter or Druid group.
Tranquil Air Totem lowers threat caused by group members by 20%.
This allows tanks to be more defensive and still keep aggro on the enemies and,
as such, is a great tool when threat is the limiting factor. Do keep in mind it
does not provide a direct DPS increase, however.
Grounding Totem will redirect to itself any harmful spell cast
at a nearby group member, which is great to handle problematic spells in PvP
such as
Counterspell.
Nature Resistance Totem increases the Nature Resistance of your
group, allowing them to more easily survive Nature-based attacks.
Sentry Totem grants vision over an area when the buff it leaves
on the casting Shaman is right-clicked, which causes your vision to swap to the
Totem's. It also gives warnings to you when it is being attacked, which is
useful when exerting control over an area — especially in PvP.
Windwall Totem lowers ranged damage taken by your group by a
small amount per hit. This can be useful when dealing with Hunters, but for the
most part incoming ranged damage will rarely warrant using this Totem.
Earth Totems for Elemental Shamans in TBCC
Strength of Earth Totem grants extra Strength to your group and
is the only DPS-increasing Earth Totem, making it the general go-to in groups
with melee players.
Tremor Totem removes Fear, Charm, and Sleep effects from your
group every 5 seconds and is the only effect of its kind for the Horde. This
makes it invaluable in fights with Fear effects, such as Onyxia,
Nefarian, or in PvP. Make sure to drop it when slightly under
5 seconds are left for the Fear effect to hit the group, so that it is removed
almost instantly.
Earthbind Totem slows nearby enemies, allowing for kiting. By
running around the Totem you can keep this effect active while only going into
melee range whenever your swing timer is ready, avoiding a lot of damage in the
process if you are using a slow, two-handed weapon.
Stoneskin Totem lowers melee damage taken by your group by a
small amount per hit. This makes it useful against Rogues or other fast-hitting
enemies, or when supporting a tank against multiple enemies.
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
soloing.
Water Totems for Elemental Shamans in TBCC
Fire Resistance Totem increases the Fire Resistance of your group,
allowing them to more easily survive Fire-based attacks.
Mana Spring Totem regenerates the Mana of your group for a small
amount every 2 seconds. This improves your group's Mana sustainability, and you
should aim to always have this Totem active while in a caster or healer group.
Healing Stream Totem heals your group 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.
Disease Cleansing Totem cures diseases from members of your group
every 5 seconds.
Poison Cleansing Totem cures poisons from memebers of your group
every 5 seconds.
Fire Totems for Elemental Shamans in TBCC
Searing Totem deals a small amount of single-target damage to
nearby enemies. If you can spare the Mana, keep it up for the added damage.
Fire Nova Totem deals a large amount of area-of-effect damage to
nearby enemies a few seconds after it is placed on a 15-second cooldown. Its
burst damage can be helpful, especially when facing multiple enemies.
Magma Totem deals small amounts of area-of-effect damage to
nearby enemies periodically. Since it has no cooldown, you can use it to help
deal with multiple enemies when
Fire Nova Totem is not available.
Frost Resistance Totem increases the Frost Resistance of your group,
allowing them to more easily survive Frost-based attacks.
Flametongue Totem, much like
Windfury Totem,
enchants your group's weapons. This enchant, however, causes extra Fire damage
on hit. Since Windfury Totem is more powerful and its effect does not stack
with Flametongue, this Totem goes mostly unused.
Damage Spells for Elemental Shamans in TBCC
Lightning Bolt deals damage to a single target from range. This
will be your main damage spell in PvE due to having the best damage-to-Mana
ratio in our kit 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 6-second cooldown and a huge Mana
cost. Use it for area-of-effect damage or when bursting down an enemy.
Earth Shock deals damage and interrupts its target for 2
seconds. While the damage increases with ranks, the interrupt effect duration
does not, making it a good spell to downrank if you are mostly interested in the
interrupt.
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.
Healing Spells for Elemental Shamans in TBCC
Lesser Healing Wave casts much faster than
Healing Wave, but also heals for much less baseline and it also
gains less benefit from your gear's Spell Healing as a
result of its fast casting speed.
Use it in PvP or as an emergency heal.
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.
Chain Heal is the best area-of-effect heal in the game due to
its high healing relative to cost and smart-heal properties, which will cause it
to jump to the most-injured targets in range regardless of the group they are in.
Utility Spells for Elemental Shamans in TBCC
Lightning Shield grants you a buff that causes damage to melee
attackers when they hit you. While not the most useful spell, there is no harm
in having it up, either.
Rockbiter Weapon enchants your weapon, granting additional
melee attack power and causing your melee attacks to generate extra threat.
This will be your first weapon enchant, which you will use until you have
Windfury Weapon, and even afterwards when soloing as it deals more
overall damage than Windfury Weapon, at the cost of pulling significant threat
and lacking burst-damage potential.
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 which you should
aim to have active whenever you are in a group.
Flametongue Weapon enchants your weapon, causing each hit to
deal additional Fire damage. This is a generally inferior choice compared to the
alternatives, but could be worth it with a fast weapon once you have a lot of
Spell Damage gear.
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 the targeted enemy. You
will typically be using it to remove heal-over-time effects, shields, and buffs.
Cure Poison cures a poison effect from the targeted ally.
Use it to remove Rogue poisons or dangerous PvE debuffs.
Cure Disease cures a disease effect from the targeted ally.
Use it to remove a Priest's
Devouring Plague or dangerous PvE debuffs.
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.
Changelog
- 19 May 2021: Page added.
This guide has been written by Seksi, original Burning Crusade player and multi-class player, currently playing on Gehennas Horde. You can find him on the Classic Shaman (as Woah) and Druid Discords, as well as the Icy Veins Discord.
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