Shaman talent choices in World of Warcraft: Forever span three trees, with 50 talents overall: Elemental has 16, Enhancement 18, and Restoration 16. Each tree has one-point gold medal talents that shape how its specialization plays.
Quick answer: Shaman talents unlock at level 10 across Elemental, Enhancement and Restoration. Each row needs 5 more points in its tree, and gold medal talents sit at points 11, 16, 21 and 31.
How Shaman talents work in WoW Forever
You earn your first talent point at level 10 and one more each level after that. That adds up to 51 points at level 60. Every tree has seven rows, and each row opens only after you spend enough points in that same tree.
- Row 1 is open from your first point.
- Rows 2 through 7 need 5, 10, 15, 20, 25 and 30 points in that tree.
- The one-point gold medal talents sit at the 11th, 16th, 21st, or 31st point in a tree. WoW Forever adds the option at 16 points.
- To reset your talents, go to a class trainer in a major city. The trainer can reset your Legacy talents during that visit as well.
- Dual Specialization unlocks at level 40, which lets you keep two talent setups.
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Elemental is the spellcasting tree, and its 16 talents center on Lightning Bolt, Chain Lightning and Shock spells. Convection cuts their mana cost, Concussion adds damage to Lightning Bolt, Chain Lightning and Earth Shock, and Reverberation shortens Shock cooldowns. Elemental Devastation turns spell crits into a short boost to your melee crit chance.
At talent point 11, the gold medal is Elemental Focus: after you deal Fire, Frost or Nature spell damage, there is a 10 percent chance your following damage spell costs no mana. Earthbound comes at 16 points; casting Earthbind Totem then roots nearby targets in place for 5 seconds. Call of Thunder is reached at 21 points and grants Lightning Bolt and Chain Lightning 5 percent more critical-strike chance. At point 31, you unlock Lightning Mastery. For 15 seconds, Lightning Bolt takes 0.5 seconds less to cast, and Chain Lightning has no cooldown.
| Talent | Ranks | Unlocks at | Effect at max rank |
|---|---|---|---|
| Convection | 5 | Row 1 (0 points) | Reduces the mana cost of your Shock, Lightning Bolt, and Chain Lightning spells by 10%. |
| Concussion | 5 | Row 1 (0 points) | Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 5%. |
| Elemental Devastation | 3 | Row 2 (5 points) | Your Critical Strikes with direct damage spells increase your chance to get a Critical Strike with melee attacks by 9% for 10 sec. |
| Reverberation | 5 | Row 2 (5 points) | Reduces the cooldown of your Shock spells by 1 sec. |
| Elemental Alacrity | 3 | Row 2 (5 points) | Reduces the cast time of your Lightning Bolt and Chain Lightning spells by 0.5 sec. |
| Call of Flame | 3 | Row 2 (5 points) | Increases the damage done by your Fire Totems and by your Flame Shock and Fire Nova spells by 15%, as well as increases the duration of your Flame Shock spell by 9 sec. |
| Elemental Focus | 1 | Row 3 (10 points) | Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%. |
| Elemental Warding | 3 | Row 3 (10 points) | Reduces damage taken from Fire, Frost, and Nature effects by 10%. |
| Trial by Fire | 2 | Row 4 (15 points) | Increases the damage done by your Fire Nova spell by 20% and reduces its cooldown by 4 sec, and increases the duration of your Magma Totem by 20 sec. |
| Eye of the Storm | 3 | Row 4 (15 points) | Gives your Lightning Bolt and Chain Lightning spells a 70% chance to not lose casting time when you take damage. |
| Earthbound | 1 | Row 4 (15 points) | Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast. |
| Elemental Reach | 2 | Row 5 (20 points) | Increases the range of your Lightning Bolt, Chain Lightning, and Fire Nova spells by 6 yards. |
| Call of Thunder | 1 | Row 5 (20 points) | Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by 5%. |
| Lightning Overload Requires Elemental Alacrity | 3 | Row 5 (20 points) | Gives your Lightning Bolt and Chain Lightning spells a 30% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat. |
| Elemental Fury Requires Lightning Overload | 5 | Row 6 (25 points) | Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 100%. |
| Lightning Mastery Requires Call of Thunder | 1 | Row 7 (30 points) | Gain mastery over Lightning, reducing the cast time of your Lightning Bolt spell by 0.5 sec, and removing the cooldown from your Chain Lightning spell. Lasts 15 sec. |
Enhancement talents
With 18 talents, Enhancement is the biggest tree and is intended for melee-focused Shaman who make use of totems as well. Thundering Strikes raises critical strike chance for every spell and attack by 5 percent, while Ancestral Knowledge increases Intellect by 10 percent. Earth’s Grasp and Guardian Totems enhance Stoneclaw, Earthbind, Stoneskin, Windwall, and Grounding Totems.
Shamanistic Focus, at 11 points, cuts the mana cost of Shock and Lightning Shield spells by 45 percent. Stormstrike, at 16 points, hits for 150 percent weapon damage. For 12 seconds, it also makes your next Lightning Bolt, Chain Lightning or Earth Shock deal 20 percent more damage to that target. Spirit Weapons, at 21 points, adds a chance to parry melee attacks. It also lowers your threat by 30 percent without Rockbiter Weapon active, or raises it by 30 percent with it active. The 31st point is Rage of the Farseer, which raises attack speed by 30 percent for 25 seconds.
| Talent | Ranks | Unlocks at | Effect at max rank |
|---|---|---|---|
| Earth's Grasp | 2 | Row 1 (0 points) | Increases the health of your Stoneclaw Totem by 50% and the radius of your Earthbind Totem by 20%. |
| Thundering Strikes | 5 | Row 1 (0 points) | Improves your chance to get a critical strike with all spells and attacks by 5%. |
| Ancestral Knowledge | 5 | Row 1 (0 points) | Increases your Intellect by 10%. |
| Guardian Totems | 2 | Row 2 (5 points) | Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 20% and reduces the cooldown of your Grounding Totem by 2 sec. |
| Mental Dexterity | 3 | Row 2 (5 points) | Increases your Attack Power by an amount equal to 150% of your Intellect. |
| Improved Lightning Shield | 3 | Row 2 (5 points) | Increases the damage done by your Lightning Shield orbs by 15%. |
| Elemental Weapons | 3 | Row 3 (10 points) | Increases the melee attack power bonus of your Rockbiter Weapon by 20%, your Windfury Weapon effect by 40% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 15%. |
| Shamanistic Focus | 1 | Row 3 (10 points) | Reduces the mana cost of your Shock and Lightning Shield spells by 45%. |
| Anticipation | 3 | Row 3 (10 points) | Increases your chance to dodge by an additional 6%. |
| Toughness | 5 | Row 4 (15 points) | Increases your Stamina by 10%. |
| Flurry Requires Mental Dexterity | 5 | Row 4 (15 points) | Increases your attack speed by 30% for your next 3 swings after dealing a melee critical strike. |
| Stormstrike | 1 | Row 4 (15 points) | Instantly strike for 150% weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec. |
| Improved Ghost Wolf | 2 | Row 4 (15 points) | Reduces the cast time of your Ghost Wolf spell by 3 sec, and Ghost Wolf may be used indoors. |
| Spirit Weapons | 1 | Row 5 (20 points) | Gives a chance to parry enemy melee attacks, reduces all threat generated by your attacks by 30% while Rockbiter Weapon is not active, and increases all threat generated by 30% while Rockbiter Weapon is active. |
| Mental Quickness | 2 | Row 5 (20 points) | Increases your spell damage and healing by up to 30% of your Intellect. |
| Improved Stormstrike Requires Stormstrike | 2 | Row 5 (20 points) | When you Stormstrike, you have a 100% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 100% chance to reset each time you Dodge or Parry. |
| Maelstrom Weapon | 5 | Row 6 (25 points) | When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 20%. Stacks up to 5 times. Lasts 30 sec. |
| Rage of the Farseer Requires Mental Quickness | 1 | Row 7 (30 points) | Increases your attack speed by 30% for 25 sec. |
Restoration talents
Restoration’s 16 talents cover healing speed, mana and threat. Improved Healing Wave cuts Healing Wave’s cast time by 0.5 seconds, and Tidal Focus makes healing spells cheaper. Mindfulness lets half of your mana regeneration continue while you cast, and Natural Grace lowers the threat your spells generate.
At 11 points, Water Shield surrounds you with 3 water globes for 10 minutes. A globe is consumed if a spell or melee/ranged attack strikes you, or if one of your spells lands a critical hit; either event restores 2 percent of your maximum mana. Globe activation is limited to one every few seconds, and only one Elemental Shield can be active at once. At 16 points, Mana Tide Totem sets down a totem with 5 health for 12 seconds. Every 3 seconds, it gives 88 mana to group members no farther than 30 yards away. At 21 points, Nature’s Swiftness makes your next Nature spell instant if its cast time is under 10 seconds. The 31st point is Riptide. It restores 445 health to a friendly target over 15 seconds; Chain Heal cast directly on that target is 25 percent more effective.
| Talent | Ranks | Unlocks at | Effect at max rank |
|---|---|---|---|
| Improved Healing Wave | 5 | Row 1 (0 points) | Reduces the casting time of your Healing Wave spell by 0.5 sec. |
| Tidal Focus | 5 | Row 1 (0 points) | Reduces the Mana cost of your healing spells by 5% and improves your chance to hit by 5%. |
| Mindfulness | 3 | Row 2 (5 points) | Allows 50% of your Mana regeneration to continue while casting. |
| Natural Grace | 3 | Row 2 (5 points) | Reduces the threat generated by your spells by 15%. |
| Totemic Focus | 5 | Row 2 (5 points) | Reduces the Mana cost of your totems and any spells that summon or move them by 25%. |
| Improved Reincarnation | 2 | Row 2 (5 points) | Reduces the cooldown of your Reincarnation spell by 20 min, increases your maximum health by 4%, and increases the amount of health and Mana you reincarnate with by an additional 20%. |
| Ancestral Healing | 3 | Row 3 (10 points) | Increases your target's armor value by 25% for 15 sec after getting a critical effect from one of your healing spells. |
| Healing Focus | 3 | Row 3 (10 points) | Gives your healing spells a 70% chance to not lose casting time when you take damage. |
| Water Shield | 1 | Row 3 (10 points) | The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time. |
| Tidal Mastery | 5 | Row 4 (15 points) | Increases the critical effect chance of your healing spells by 5%. |
| Restorative Totems | 5 | Row 4 (15 points) | Increases the effect of your Mana Spring Totem by 25% and increases the effect of your Healing Stream Totem by 50%. |
| Mana Tide Totem | 1 | Row 4 (15 points) | Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards. |
| Healing Way | 3 | Row 5 (20 points) | Increases the amount healed by your Healing Wave spell by 25%. |
| Nature's Swiftness | 1 | Row 5 (20 points) | When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell. |
| Purification | 5 | Row 6 (25 points) | Increases the effectiveness of your healing spells by 10%. |
| Riptide Requires Healing Way | 1 | Row 7 (30 points) | Heals a friendly target for 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%. |
Shaman role and talents removed or made baseline
Shaman are a totem class. Their totems buff, heal and solve problems for parties and raids, and choosing and placing totems well is a skill that sets experienced Shaman apart. Shaman can now move while summoning many totems at once. They can deal melee or spell damage or heal, and their chaining spells work for both damage and healing. Mail armor and a shield make them one of the sturdiest classes. They lack effective crowd control, though, so they rely on their group to cover gaps in control and survivability.
Several talents from the familiar Shaman trees are gone or have been folded into the base class.
- Removed: Elemental Mastery, Shield Specialization and Nature’s Guidance.
- Now baseline: Enhancing Totems, Two-Handed Axes and Maces, Weapon Mastery and Improved Weapon Totems.






