TBC 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 TBC Classic.
Introduction
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 TBC Classic
Earth Shield, the new capstone talent of Restoration, puts a
shield on its target which heals when the target is hit and provides a small
spell pushback reduction. This is a minor healing increase in PvE and a
must-have talent in PvP, where it will often be the only heal you can land
while being pressured.
Water Shield is a new baseline spell that 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, so expect to
get a ton of Mana back while soloing and leveling!
Bloodlust /
Heroism are new meta-defining
spells, which grant a huge amount of Haste for 40 seconds to the Shaman's party.
By rotating Shamans into your DPS parties for this cast, you can ensure
near-permanent uptime on the buff in any given fight, drastically increasing
raid DPS.
Wrath of Air Totem is a new support totem that increases spell
power for the Shaman's party, making it a must-have in any caster party.
Totemic Call is a new spell that 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!
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.
Fire Elemental Totem creates a Fire Elemental that deals
significant single and area of effect damage, making it great for contributing
damage to your group or while soloing.
Totems for Restoration Shamans
A Totem is instantly placed on the ground near you when you cast it, 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 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.
Healing Spells for Restoration Shamans in TBCC
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 on.
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.
Nature's Swiftness, while not a healing spell by itself, allows
you to use one instantly every 3 minutes. This is great when trying to land an
emergency
Healing Wave on a struggling tank, or for more healing
with
Chain Heal.
Damage Spells for Restoration 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 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.
Air Totems for Restoration Shamans in TBCC
Windfury Totem is the largest DPS increase a Shaman can provide to a
melee party with Warriors and Rogues in it. It grants a temporary weapon enchant
to your party, 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 party 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 party.
Tranquil Air Totem lowers the threat caused by party 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, but do keep in mind it does not
provide a direct DPS increase.
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.
Nature Resistance Totem increases the Nature Resistance of your party,
allowing them to survive Nature-based attacks better.
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 reduces the ranged damage taken by your party 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 Restoration Shamans in TBCC
Strength of Earth Totem grants extra Strength to your party and is the
only DPS-increasing Earth Totem, making it the general go-to in parties with melee
players.
Tremor Totem removes Fear, Charm, and Sleep effects from your party 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 Nightbane in Karazhan,
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, making it easier to flee
or kite.
Frost Shock is also noteworthy for being instant cast and
having a long duration slow for kiting. You can solo most melee elite enemies
that can be slowed by simply kiting them around with
Frost Shock
until they die!.
Stoneskin Totem reduces the melee damage taken by your party 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 Restoration Shamans in TBCC
Fire Resistance Totem increases the Fire Resistance of your party,
allowing them to survive Fire-based attacks better.
Mana Spring Totem regenerates the Mana of your party for a small amount
every 2 seconds. This improves your party's Mana sustainability, and you should
aim to always have this Totem active while in a caster or healer party.
Mana Tide Totem regenerates the Mana of your party rapidly, but only lasts
for 12 seconds, with a big cooldown of 5 minutes. Just like
Mana Spring Totem,
use it when you are in a caster or healer party for maximum benefit.
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.
Disease Cleansing Totem cures your party members from any disease
every 5 seconds.
Poison Cleansing Totem cures your party from any poison
every 5 seconds.
Fire Totems for Restoration Shamans
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 party,
allowing them to survive Frost-based attacks better.
Flametongue Totem, just like
Windfury Totem, enchants your
party's weapons to cause extra Fire damage on hit. Since Windfury Totem is more
powerful and its effect does not stack with Flametongue, this Totem goes mostly unused.
Utility Spells for Restoration Shamans in TBCC
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.
Earth Shock deals damage and interrupts its target for 2 seconds. While
the damage increases with ranks, the interrupt effect 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.
Purge removes two buffs from its (enemy) target. You will typically
be using it to remove healing over time, shields, and buff effects.
Cure Poison cures a poison effect from its (friendly) target. Use it
to remove Rogue poisons or dangerous PvE debuffs.
Cure Disease cures a disease effect from its (friendly) target. Use
it to remove
Devouring Plague or dangerous PvE debuffs.
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.
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 enchants your weapon, causing each hit to deal additional
Fire damage. While generally inferior to the alternatives, it can be better than
Rockbiter Weapon when you are using a fast weapon.
Lightning Shield grants you a buff that causes damage to melee attackers
when they hit you. While not the most useful spell, you should use it until level 62,
and then only use
Water Shield.
Lightning Bolt deals damage to a single target. It is the main spell used
while soloing, or if you have Mana and time to spare and want to contribute some DPS
on an encounter.
Chain Lightning deals damage to three targets. Use it instead of
Lightning Bolt
against multiple targets.
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
- 30 May 2021: Guide 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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