Class, hero and spec talents for patch 12.1.0: 34 + 34 + 13 points at level 90.
Shaman0/34
Restoration0/34
Hero0/13
Level—
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Shaman0/34
0/80/23
Granted to every Restoration Shaman. Heals the friendly target for (231% of Spell Power), then jumps up to 20 yards to heal the 3 most injured nearby allies. Healing is reduced by 30% with each jump.
Hurls molten lava at the target, dealing (181% of Spell Power) Fire damage. Lava Burst will always critically strike if the target is affected by Flame Shock and its damage is increased by your critical strike chance. Enter to learn.
Hurls a lightning bolt at the enemy, dealing (116.4% of Spell Power) Nature damage and then jumping to additional nearby enemies. Affects 3 total targets. Enter to learn.
Protects the target with an earthen shield, increasing your healing on them by 20% and healing them for 336 when they take damage. This heal can only occur once every 3 sec. Maximum 9 charges.
Earth Shield can only be placed on one target at a time. Only one Elemental Shield can be active on the Shaman. Enter to learn.
Cleanse Spirit, Wind Shear, Purge, and totem casts no longer cancel Ghost Wolf. Enter to learn.
Requires Lava Burst. Increases all Fire and Frost damage you deal by 3%.
0/1Requires Chain Lightning or Lava Burst. While transformed into a Ghost Wolf, you gain 5% increased movement speed and 5% damage reduction every 1 sec, stacking up to 4 times.
Requires Chain Lightning. Chills the target with frost, causing (72.45% of Spell Power) Frost damage and reducing the target's movement speed by 50% for 6 sec.
Requires Earth Shield. Increases the number of Elemental Shields you can have active on yourself by 1.
You can have Earth Shield on yourself and one ally at the same time.
0/1Requires Earth Shield or Ancestral Wolf Affinity. Removes all movement impairing effects and increases your movement speed by 60% for 8 sec.
Requires Spirit Wolf / Thunderous Paws, Fire and Ice or Ancestral Wolf Affinity. Shift partially into the elemental planes, taking 40% less damage for 12 sec.
Requires Spirit Wolf / Thunderous Paws or Frost Shock. When your health is brought below 35%, you instantly heal for 40% of your maximum health. Cannot occur more than once every 45 sec.
0/1Requires Frost Shock. Increases the cooldown of Frost Shock by 15 sec, but Frost Shock now freezes targets in place for 4 sec.
Requires Spirit Walk / Gust of Wind or Elemental Orbit. Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for 254 every 1.8 sec.
If you already know Healing Stream Totem, instead gain 1 additional charge of Healing Stream Totem.
Requires Spirit Walk / Gust of Wind or Astral Shift. Increases your movement speed by 3% and the movement speed bonus of Ghost Wolf by an additional 5%.
0/1Requires Astral Shift. Reduces the cooldown of Astral Shift by 30 sec.
Requires Nature's Guardian or Astral Shift. Stamina increased by 8%.
While you are at full health, Reincarnation cools down 50% faster.
Requires Nature's Guardian or Encasing Cold / Arctic Snowstorm. Disrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
Requires Healing Stream Totem. Spend 8 more Shaman points to unlock this row. Healing from Healing Stream Totem reduces Fire, Frost, and Nature damage taken by 6% for 3 sec.
Requires Healing Stream Totem or 2 points in Winds of Al'Akir. Spend 8 more Shaman points to unlock this row. Summons a totem at the target location for 20 sec. The totem pulses every 2 sec, rooting all enemies within 8 yards for 8 sec. Enemies previously rooted by the totem instead suffer 50% movement speed reduction.
Requires Planes Traveler / Astral Bulwark or 2 points in Winds of Al'Akir. Spend 8 more Shaman points to unlock this row. Summons a totem at the target location that gathers electrical energy from the surrounding air and explodes after 2 sec, stunning all enemies within 8 yards for 3 sec.
Requires 2 points in Brimming with Life or Planes Traveler / Astral Bulwark. Spend 8 more Shaman points to unlock this row. Mastery increased by 3%.
Requires 2 points in Brimming with Life or Wind Shear. Spend 8 more Shaman points to unlock this row. The effects of your weapon and shield imbues are increased by 20%.
Requires Wind Shear. Spend 8 more Shaman points to unlock this row. Interrupting a spell with Wind Shear reduces all spell damage taken by 15% for 12 sec.
Requires Elemental Resistance or Earthgrab Totem. Spend 8 more Shaman points to unlock this row. Your Healing Wave is 25% more effective on yourself.
Requires Capacitor Totem or Earthgrab Totem. Spend 8 more Shaman points to unlock this row. Purify Spirit additionally removes all Curse effects.
Requires Capacitor Totem. Spend 8 more Shaman points to unlock this row. Reduces the cooldown of Capacitor Totem by 10 sec.
Requires Capacitor Totem or Spiritual Awakening. Spend 8 more Shaman points to unlock this row. Summons a totem at the target location for 15 sec, continually granting all allies who pass within 10 yards 40% increased movement speed for 5 sec.
Requires Enhanced Imbues or Spiritual Awakening. Spend 8 more Shaman points to unlock this row. Calls forth a Greater Earth Elemental to protect you and your allies, generating high threat and taunting enemies periodically for 30 sec.
0/1Requires Improved Purify Spirit or Refreshing Waters. Spend 8 more Shaman points to unlock this row. Purges the enemy target, removing 1 beneficial Magic effect.
Requires Improved Purify Spirit, 2 points in Static Charge or Wind Rush Totem. Spend 8 more Shaman points to unlock this row. Increases the critical strike chance of your Nature spells and abilities by 2%.
0/1Requires Wind Rush Totem. Spend 8 more Shaman points to unlock this row. Wind Rush Totem's cooldown is reduced by 30 sec and its movement speed effect lasts an additional 2 sec.
Requires Earth Elemental. Spend 8 more Shaman points to unlock this row. Your Earth Elemental no longer taunts nearby enemies or generates threat and instead increases your maximum health by 15% while active.
Requires Earth Elemental or Windveil. Spend 8 more Shaman points to unlock this row. Transforms the enemy into a frog for 1 min. While hexed, the victim is incapacitated, and cannot attack or cast spells. Damage may cancel the effect. Limit 1. Only works on Humanoids and Beasts.
Requires Refreshing Waters or Purge / Greater Purge. Spend 23 more Shaman points to unlock this row. Calls upon the guidance of the spirits for 15 sec, permitting movement while casting Shaman spells. Castable while casting.
Requires 2 points in Nature's Fury or Purge / Greater Purge. Spend 23 more Shaman points to unlock this row. Relocates your active totems to the specified location.
Requires Ascending Air / Jet Stream or 2 points in Nature's Fury. Spend 23 more Shaman points to unlock this row. Reduces all magic damage taken by 8%.
Requires Ascending Air / Jet Stream, Primordial Bond or Hex. Spend 23 more Shaman points to unlock this row. Increases the radius of your totem effects by 15%.
Increases the duration of your Earthbind and Earthgrab Totems by 10 sec.
Increases the duration of your Healing Stream, Tremor, Poison Cleansing, Ancestral Protection, Earthen Wall, and Wind Rush Totems by 3.0 sec.
0/1Requires Spiritwalker's Grace. Spend 23 more Shaman points to unlock this row. Reduces the cooldown of Spiritwalker's Grace by 30 sec and increases your movement speed by 20% while it is active.
Requires Elemental Warding or Totemic Projection. Spend 23 more Shaman points to unlock this row. Your Lava Burst casts restore 22 mana to you and 4 allies nearest to you within 40 yards.
Allies can only benefit from one Shaman's Mana Spring effect at a time, prioritizing healers.
0/1Requires Elemental Warding. Spend 23 more Shaman points to unlock this row. Summons a totem at your feet that shakes the ground around it for 10 sec, removing Fear, Charm and Sleep effects from party and raid members within 30 yards.
0/1Requires Elemental Warding or Totemic Focus. Spend 23 more Shaman points to unlock this row. Earth Shield and Water Shield no longer lose charges and are 115% effective.
Requires Hex. Spend 23 more Shaman points to unlock this row. Your Hex target is slowed by 70% during Hex and for 6 sec after it ends.
Reduces the cooldown of Hex by 15 sec.
Requires Mana Spring or Graceful Spirit / Spiritwalker's Aegis. Spend 23 more Shaman points to unlock this row. Your next healing or damaging Nature spell is instant cast and costs no mana.
Requires Mana Spring, Therazane's Resilience / Reactive Warding or Tremor Totem / Poison Cleansing Totem. Spend 23 more Shaman points to unlock this row. Reduces the cooldown of most totems by 5 sec.
Requires Therazane's Resilience / Reactive Warding, Voodoo Mastery or Totemic Focus. Spend 23 more Shaman points to unlock this row. Water Shield increases your Intellect by 3%.
Casting Water Shield now applies your weapon imbuements. Earth Shield is also applied if you have the Elemental Orbit talent.
Hero talents0/13
Learning it chooses Farseer. It costs no points. Unleash Life calls an Ancestor to your side for 12 sec.
Whenever you cast a healing or damaging spell, the Ancestor will cast a similar spell. Enter to choose Farseer.
0/1Requires Call of the Ancestors. Your Ancestors' spells are 25% more powerful.
0/1Requires Call of the Ancestors. Ancestors last an additional 4 sec.
Requires Call of the Ancestors. Lava Burst gains an additional charge and deals 10% increased damage.
Riptide gains an additional charge and heals for 20% more.
Requires Call of the Ancestors. Your Intellect is increased by 1.0% for each Ancestor active.
Requires Latent Wisdom / Ancient Fellowship. When an Ancestor is called, they reduce the cooldown of Riptide by 2 sec.
Requires Heed My Call / Routine Communication. Increases your maximum mana by 10%.
Tidal Waves can now stack up to 3 times.
Requires Elemental Reverb. Using spells with a cast time increases the duration of Spiritwalker's Grace and Spiritwalker's Aegis by 1 sec, up to a maximum of 4 sec.
Requires Ancestral Influence. The cast times of Healing Wave, Chain Heal, and Lava Burst are reduced by 10%.
0/1Requires Offering from Beyond. Reduces the cooldown of Nature's Guardian by 15 sec and causes it to heal for an additional 10% of your maximum health.
Requires Primordial Capacity. Increases the healing done by Healing Wave, Downpour, and Chain Heal by 25%.
Requires Spiritwalker's Momentum. When an Ancestor departs, they cast Hydrobubble on a nearby injured ally.
Hydrobubble
Surrounds your target in a protective water bubble for 15 sec.
The shield absorbs the next 1,795 incoming damage, but the absorb amount decays fully over its duration.
Requires Windspeaker. For 8 sec after casting Nature's Swiftness or Ancestral Swiftness, the recharge rate of Riptide is increased by 10%.
Increases the chance for Lava Surge to occur by 20%.
Requires Natural Harmony / Earthen Communion, Final Calling, Maelstrom Supremacy or Mystic Knowledge. Your next healing or damaging spell is instant, costs no mana, and deals 10% increased damage and healing.
If you know Nature's Swiftness, it is replaced by Ancestral Swiftness and causes Ancestral Swiftness to call an Ancestor to your side for 8 sec.
Restoration0/34
0/80/20
Restorative waters wash over a friendly target, healing them for (600% of Spell Power) and an additional (478.2% of Spell Power) over 18 sec. Enter to learn.
Requires Riptide. Blanket the target area in healing rains, restoring 1,050 health to up to 6 allies over 18 sec.
You can only have one Healing Rain active at a time.
Requires Riptide. Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for 262 every 1.8 sec.
If you already know Healing Stream Totem, instead gain 1 additional charge of Healing Stream Totem.
Requires Healing Rain. Increases the healing done by Healing Rain by 10% and reduces its cast time by 0.5 sec.
Requires Healing Rain. Deal 376 Nature damage every 1.8 sec to up to 5 enemies inside of your Healing Rain.
0/1Requires Healing Stream Totem or Healing Rain. Immediately heals for (1,287.7% of Spell Power) split between allies within 20 yds and transforms into a Water Ascendant for 15 sec.
While ascended, Chain Heal jumps to 3 additional allies with 10% healing reduced for all jumps, Healing Wave always critical heals and heals 1 additional ally at 50% effectiveness, and the mana cost of Chain Heal and Healing Wave is reduced by 25%.
Requires Healing Stream Totem. Reduces the cooldown of Healing Stream Totem by 5 sec.
Requires Soothing Rain. Healing Rain instantly restores (75.7% of Spell Power) health to 5 allies within its area, and its radius is increased by 2 yards.
Requires Ascendance / Healing Tide Totem, Acid Rain or Soothing Rain. Targets you heal with Healing Wave, Chain Heal, or Riptide's initial heal gain 5% increased health for 10 sec.
0/1Requires Ascendance / Healing Tide Totem. The cooldown of Ascendance and Healing Tide Totem is reduced by 60 sec.
Requires Water Totem Mastery or Ascendance / Healing Tide Totem. Your direct heal criticals refund a percentage of your maximum mana: 0.80% from Healing Wave, 0.48% from Riptide, and 0.20% from Chain Heal.
Requires Water Totem Mastery. Healing Stream Totem heals for 100% more, decaying over its duration.
Requires Soothing Rain or 2 points in Ancestral Vigor. Spend 8 more Restoration points to unlock this row. Reduces the mana cost of Healing Wave by 15% and the mana cost of Chain Heal by 15%.
Requires Resurgence, First Ascendant / Preeminence or 2 points in Ancestral Vigor. Spend 8 more Restoration points to unlock this row. Your critical heals have 215% effectiveness instead of the usual 200%.
Requires Living Stream or Resurgence. Spend 8 more Restoration points to unlock this row. Increases Riptide's duration by 3.0 sec and its healing over time by 10%.
Requires Living Stream. Spend 8 more Restoration points to unlock this row. Healing Stream Totem heals 15% more often.
Requires Current Control or Overflowing Shores. Spend 8 more Restoration points to unlock this row. Reduces the cooldown of Riptide by 1.0 sec.
Requires Current Control. Spend 8 more Restoration points to unlock this row. Healing Wave's critical strike chance is increased by 12%.
Requires Current Control or White Water. Spend 8 more Restoration points to unlock this row. Unleash elemental forces of Life, healing a friendly target for (1,220% of Spell Power).
Increases the healing of your next Riptide, Chain Heal, or Healing Wave by 25% and reduces its cast time by 30%.
Requires White Water. Spend 8 more Restoration points to unlock this row. Riptide's initial heal is increased 20% and has a 10% increased critical strike chance.
Requires White Water or 2 points in Wavespeaker's Blessing. Spend 8 more Restoration points to unlock this row. Imbue your weapon with the element of Earth for 1 hour. Your Riptide, Healing Wave, and Chain Heal healing has a 20% chance to trigger Earthliving on the target, healing for (138.9% of Spell Power) over 6 sec.
Requires Quickstream or 2 points in Wavespeaker's Blessing. Spend 8 more Restoration points to unlock this row. Increases Earth Shield healing by 40%.
Requires Unleash Life, Rip Current or Crashing Waves. Spend 8 more Restoration points to unlock this row. Healing Wave and Chain Heal heal for an additional 15% on targets affected by your Healing Rain or Riptide.
Requires Unleash Life. Spend 8 more Restoration points to unlock this row. Unleash Life heals for 30% more and its bonus healing effect is increased by 20%.
Requires Earthliving Weapon, Unleash Life or Torrent. Spend 8 more Restoration points to unlock this row. Casting Riptide grants 1 stack of Tidal Waves. Tidal Waves reduces the cast time of your next Healing Wave or Chain Heal by 20%.
Can accumulate up to 2 stacks.
Requires Earthliving Weapon. Spend 8 more Restoration points to unlock this row. Earthliving receives 150% additional benefit from Mastery: Deep Healing.
Healing Wave always triggers Earthliving on its target.
0/1Requires Earthweaver, Earthliving Weapon or 2 points in Wavespeaker's Blessing. Spend 8 more Restoration points to unlock this row. Chain Heal bounces an additional time and its healing is increased by 8%.
Requires Deluge or Rip Current. Spend 20 more Restoration points to unlock this row. Casting Healing Rain grants a use of Downpour for 16 sec.
Downpour
A burst of water at your Healing Rain's location heals up to 5 injured allies within 12 yards for 1,259.
Requires Deluge, Tidal Waves or Earthen Accord. Spend 20 more Restoration points to unlock this row. Riptide and Lava Burst have an additional charge.
Requires Ancestral Reach / Flow of the Tides, Tidal Waves or Improved Earthliving Weapon. Spend 20 more Restoration points to unlock this row. Summons a totem at the target location for 6 sec, which reduces damage taken by all party and raid members within 10 yards by 10%. Immediately and every 1 sec, the health of all affected players is redistributed evenly.
Requires Ancestral Reach / Flow of the Tides or Earthweaver. Spend 20 more Restoration points to unlock this row. Earth Shield reduces damage taken by 3% and its healing is increased by up to 150% as its target's health decreases. Maximum benefit is reached below 50% health.
Requires Downpour. Spend 20 more Restoration points to unlock this row. Increases Downpour healing by 20%.
Requires Echo of the Elements or Downpour. Spend 20 more Restoration points to unlock this row. When you heal with your Healing Wave or Riptide you have a 30% chance to summon an Ancestral spirit to aid you, instantly healing an injured friendly party or raid target within 40 yards for 25% of the amount healed. Critical strikes increase this chance to 60%.
Requires Echo of the Elements. Spend 20 more Restoration points to unlock this row. When you cast Healing Rain, each ally with your Riptide on them is healed for (264.6% of Spell Power).
Requires Spirit Link Totem or Echo of the Elements. Spend 20 more Restoration points to unlock this row. For each Riptide active on an ally, your heals are 0.5% more effective.
Requires Spirit Link Totem. Spend 20 more Restoration points to unlock this row. Spirit Link Totem reduces damage taken by an additional 5%, and it restores (1,146.6% of Spell Power) health to all nearby allies 1 second after it is dropped. Healing reduced beyond 5 targets.
Requires Spirit Link Totem or Earthen Harmony. Spend 20 more Restoration points to unlock this row. Healing Stream Totem extends the duration of your active Riptides by 3.0 sec.
Requires Water Expulsion. Spend 20 more Restoration points to unlock this row. Healing Rain grants an additional use of Downpour.
Requires 2 points in Ancestral Awakening, 2 points in Undercurrent or Tidewaters. Spend 20 more Restoration points to unlock this row. Every 4 casts of Riptide also applies Riptide to another friendly target near your Riptide target.
Requires 2 points in Undercurrent, Spouting Spirits or Swelling Tides. Spend 20 more Restoration points to unlock this row. Healing Wave and Chain Heal increase the initial healing of your next Riptide by 30%, stacking up to 2 times.
Requires Earthen Harmony or Swelling Tides. Spend 20 more Restoration points to unlock this row. Each stack of Maelstrom Weapon consumed has a 0.6% chance to activate Ascendance for 6.0 sec.
Ascendance
Transform into an Air Ascendant for 15 sec and unleash Doom Winds, reducing the cooldown and cost of Stormstrike by 60%, and transforming your auto attack and Stormstrike into Wind attacks which bypass armor and have a 30 yd range.
Spend 20 more Restoration points to unlock this row. Riptide has a 6% chance to upgrade your next Healing Stream Totem to Stormstream Totem which heals for 10% more, heals 1 additional ally at 100% effectiveness, and heals 2 injured allies for (1,323% of Spell Power) healing when used.
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