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Difference between revisions of "Wisewolf's Spell Purchasing Guide"

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*1------Burst of Flame------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath.  Congrats!
 
*1------Burst of Flame------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath.  Congrats!
*1 Cure Disease                 DELAY (Lvl 9-14) Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
+
*1------Cure Disease--------------------DELAY (Lvl 9-14) Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
*1 Dextrous Aura                 PRIMARY                 Dex is needed by melee characters (especially twinks) in order to proc their weapons.  Highly desired.
+
*1------Dextrous Aura-------------------PRIMARY                 Dex is needed by melee characters (especially twinks) in order to proc their weapons.  Highly desired.
*1 Endure Cold                 DELAY (Lvl 14-19) Pick this spell up before you move into Upper Guk or other areas with shaman casters.
+
*1------Endure Cold---------------------DELAY (Lvl 14-19) Pick this spell up before you move into Upper Guk or other areas with shaman casters.
*1 Flash of Light                 SITUATIONAL         Pick up this spell ONLY if you plan on tanking.  Creates high threat.  Good for duos/trios without a real tank.
+
*1------Flash of Light------------------SITUATIONAL         Pick up this spell ONLY if you plan on tanking.  Creates high threat.  Good for duos/trios without a real tank.
*1 Inner Fire                 PRIMARY                 This is your best heal spell until Level 19.  Trust me.
+
*1------Inner Fire----------------------PRIMARY                 This is your best heal spell until Level 19.  Trust me.
*1 Minor Healing                 FREE                 Another hand out!  Don't expect any more!
+
*1------Minor Healing-------------------FREE                 Another hand out!  Don't expect any more!
*1 Strengthen                 PRIMARY                 Cast on yourself and all other melee in your group.  At all times.   
+
*1------Strengthen----------------------PRIMARY                 Cast on yourself and all other melee in your group.  At all times.   
*1 True North                 AVOID                 Just max your Sense Heading skill.
+
*1------True North----------------------AVOID                 Just max your Sense Heading skill.
*5 Cure Poison                 AVOID                 Poisons at low level run their course too quickly for you to mem this spell.  Better cures are available later.
+
*5------Cure Poison---------------------AVOID                 Poisons at low level run their course too quickly for you to mem this spell.  Better cures are available later.
*5 Drowsy                         PRIMARY                 Slowing mobs will one day be your bread and butter.  Start practicing now!
+
*5------Drowsy--------------------------PRIMARY                 Slowing mobs will one day be your bread and butter.  Start practicing now!
*5 Endure Fire                 DELAY (Lvl 14-19) Pick this spell up before you move to North Ro or Upper Guk to avoid some caster damage.
+
*5------Endure Fire---------------------DELAY (Lvl 14-19) Pick this spell up before you move to North Ro or Upper Guk to avoid some caster damage.
*5 Feet Like Cat                 SECONDARY         Agility really doesn't add much at this level.  But I cast it on non-twink tanks to give them an AC boost.  Every bit counts.
+
*5------Feet Like Cat-------------------SECONDARY         Agility really doesn't add much at this level.  But I cast it on non-twink tanks to give them an AC boost.  Every bit counts.
*5 Fleeting Fury                 SITUATIONAL         Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
+
*5------Fleeting Fury-------------------SITUATIONAL         Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
*5 Frost Rift                 PRIMARY                 High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
+
*5------Frost Rift----------------------PRIMARY                 High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
*5 Gate                         PRIMARY                 Probably the most important spell a shaman will ever memorize since our spells are located in very remote areas.
+
*5------Gate----------------------------PRIMARY                 Probably the most important spell a shaman will ever memorize since our spells are located in very remote areas.
*5 Scale Skin                 SITUATIONAL         Purchase if you start in Grobb or Oggok.  Otherwise, just wait for Turtle Skin at Lvl 14.
+
*5------Scale Skin----------------------SITUATIONAL         Purchase if you start in Grobb or Oggok.  Otherwise, just wait for Turtle Skin at Lvl 14.
*5 Sicken                         SECONDARY         Very efficient DoT, but the duration is too long for most fights.  Disease DoTs become more useful in your 30s & 40s.
+
*5------Sicken--------------------------SECONDARY         Very efficient DoT, but the duration is too long for most fights.  Disease DoTs become more useful in your 30s & 40s.
*5 Spirit Pouch                 SITUATIONAL         If you are new to the server, or have little cash for bags, this spell can be useful.  Otherwise you can avoid it.
+
*5------Spirit Pouch--------------------SITUATIONAL         If you are new to the server, or have little cash for bags, this spell can be useful.  Otherwise you can avoid it.
*5 Summon Drink                 SITUATIONAL         Useful only if you find yourself in a remote area with no access to a food vendor.  Or to help out an evil aligned friend.
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*5------Summon Drink--------------------SITUATIONAL         Useful only if you find yourself in a remote area with no access to a food vendor.  Or to help out an evil aligned friend.
*9 Cure Blindness                 AVOID                 You won't have this on your bar when someone gets hit with blind.  Just laugh at them while they're blind.  Panick if it's you.
+
*9------Cure Blindness------------------AVOID                 You won't have this on your bar when someone gets hit with blind.  Just laugh at them while they're blind.  Panick if it's you.
*9 Endure Disease                 AVOID                 A useful spell in its own right, but by the time you need high DR, you will have the upgraded version. (Lvl 34)
+
*9------Endure Disease------------------AVOID                 A useful spell in its own right, but by the time you need high DR, you will have the upgraded version. (Lvl 34)
*9 Light Healing                 PRIMARY                 Finally you can stop using Inner Fire to heal and can be a useful group healer for a few levels.
+
*9------Light Healing-------------------PRIMARY                 Finally you can stop using Inner Fire to heal and can be a useful group healer for a few levels.
*9 Sense Animals                 AVOID                 I can't come up with a reason why you would ever need this.
+
*9------Sense Animals-------------------AVOID                 I can't come up with a reason why you would ever need this.
*9 Serpent Sight                 SITUATIONAL         Pick this up ONLY if you've made a Barbarian shaman.  Or raise your Gamma setting!  It gets real dark in some places.
+
*9------Serpent Sight-------------------SITUATIONAL         Pick this up ONLY if you've made a Barbarian shaman.  Or raise your Gamma setting!  It gets real dark in some places.
*9 Spirit of Bear                 SECONDARY         This spell is useful to cast on yourself or a group tank for some extra Hp, but the gain is minimal for the amount of mana spent.
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*9------Spirit of Bear------------------SECONDARY         This spell is useful to cast on yourself or a group tank for some extra Hp, but the gain is minimal for the amount of mana spent.
*9 Spirit of Wolf                 PRIMARY                 You will learn to love AND hate this spell…so much.
+
*9------Spirit of Wolf------------------PRIMARY                 You will learn to love AND hate this spell…so much.
*9 Spirit Sight                 SECONDARY         Almost a PRIMARY spell to be honest.  You will need this while invising into camp locations while in a group or corpse runs.  
+
*9------Spirit Sight--------------------SECONDARY         Almost a PRIMARY spell to be honest.  You will need this while invising into camp locations while in a group or corpse runs.  
*9 Summon Food                 SITUATIONAL         Useful only if you find yourself in a remote area with no access to a food vendor.  Or to help out an evil aligned friend.
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*9------Summon Food---------------------SITUATIONAL         Useful only if you find yourself in a remote area with no access to a food vendor.  Or to help out an evil aligned friend.
*9 Tainted Breath                 PRIMARY                 The poison DoT line is useful grouping and necessary for soloing.  Very efficient DoT.
+
*9------Tainted Breath------------------PRIMARY                 The poison DoT line is useful grouping and necessary for soloing.  Very efficient DoT.
*14 Bind Affinity                 PRIMARY                 You will absolutely need this spell while out wandering the wilds.  Binding in EC or WC to find easy ports is always useful.
+
*14-----Bind Affinity-------------------PRIMARY                 You will absolutely need this spell while out wandering the wilds.  Binding in EC or WC to find easy ports is always useful.
*14 Burst of Strength         AVOID                 This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell.  Definitely not worth the plat, just stick with FF if you use it.
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*14-----Burst of Strength---------------AVOID                 This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell.  Definitely not worth the plat, just stick with FF if you use it.
*14 Disempower                 SITUATIONAL         May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob.  Slow > Disempower.
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*14-----Disempower----------------------SITUATIONAL         May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob.  Slow > Disempower.
*14 Endure Poison                 SECONDARY         This spell can save you some mana as a healer or soloer while farming silks or grouping in Guk or mid-level Kunark zones.
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*14-----Endure Poison-------------------SECONDARY         This spell can save you some mana as a healer or soloer while farming silks or grouping in Guk or mid-level Kunark zones.
*14 Enduring Breath                 DELAY (29-34)         You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon.
+
*14-----Enduring Breath-----------------DELAY (29-34)         You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon.
*14 Invisibility versus Animals AVOID                 This spell exists only to mock you after you die to high level animal you could have avoided with this spell.  Just run along zone walls.
+
*14-----Invisibility versus Animals-----AVOID                 This spell exists only to mock you after you die to high level animal you could have avoided with this spell.  Just run along zone walls.
*14 Levitate                 SECONDARY         Extremely useful for traveling long distances or getting through swamps.  Almost required in some places.  Stock up on Bat Wings.
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*14-----Levitate------------------------SECONDARY         Extremely useful for traveling long distances or getting through swamps.  Almost required in some places.  Stock up on Bat Wings.
*14 Root                         PRIMARY                 You will cast this spell well beyond level 50.  It will save you.  It will also disappoint you and get you killed.  Typical relationship.
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*14-----Root----------------------------PRIMARY                 You will cast this spell well beyond level 50.  It will save you.  It will also disappoint you and get you killed.  Typical relationship.
*14 Spirit of Snake                 DELAY (Enc/Brd)         Purchase this spell if you duo or group with an Enchanter daily.  Our buff is better than their self buff.  Otherwise, save the cash.
+
*14-----Spirit of Snake-----------------DELAY (Enc/Brd)         Purchase this spell if you duo or group with an Enchanter daily.  Our buff is better than their self buff.  Otherwise, save the cash.
*14 Spirit Strike                 PRIMARY                 High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
+
*14-----Spirit Strike-------------------PRIMARY                 High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
*14 Turtle Skin                 SECONDARY         Probably your first AC spell since level 1 as a Barbarian.  Needed for soloing, not needed if you group with a cleric often (lucky you).
+
*14-----Turtle Skin---------------------SECONDARY         Probably your first AC spell since level 1 as a Barbarian.  Needed for soloing, not needed if you group with a cleric often (lucky you).
*14 Walking Sleep                 PRIMARY                 Slowing at low levels is often not needed as mobs die quickly, but this is needed for melee soloing, and useful in a lot of groups still.
+
*14-----Walking Sleep-------------------PRIMARY                 Slowing at low levels is often not needed as mobs die quickly, but this is needed for melee soloing, and useful in a lot of groups still.
*19 Affliction                 DELAY (24)         Very efficient DoT, but doesn't work well until you can pair it with Envenomed Breath for Root/Rot soloing at Lvl 24.
+
*19-----Affliction----------------------DELAY (24)         Very efficient DoT, but doesn't work well until you can pair it with Envenomed Breath for Root/Rot soloing at Lvl 24.
*19 Cancel Magic                 AVOID                 You won't find yourself in a situation often where you'll need this on your bar constantly at this level.  Useful upgrade comes later.
+
*19-----Cancel Magic--------------------AVOID                 You won't find yourself in a situation often where you'll need this on your bar constantly at this level.  Useful upgrade comes later.
*19 Endure Magic                 SECONDARY         MR is extremely useful for avoiding Roots, Snares, some DoTs, a lot of low level caster nukes, etc.  Very useful for dungeon groups.
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*19-----Endure Magic--------------------SECONDARY         MR is extremely useful for avoiding Roots, Snares, some DoTs, a lot of low level caster nukes, etc.  Very useful for dungeon groups.
*19 Frenzy                         SITUATIONAL         Finally a good upgrade to the Fleeting Fury back in Lvl 5.  Still only useful for melee soloing with high AC and high damage weapons.
+
*19-----Frenzy--------------------------SITUATIONAL         Finally a good upgrade to the Fleeting Fury back in Lvl 5.  Still only useful for melee soloing with high AC and high damage weapons.
*19 Healing                         PRIMARY                 Shamans are effectively able to heal like a cleric for a few levels after 19.  Definitely a must-need spell.
+
*19-----Healing-------------------------PRIMARY                 Shamans are effectively able to heal like a cleric for a few levels after 19.  Definitely a must-need spell.
*19 Infectious Cloud         SITUATIONAL         AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
+
*19-----Infectious Cloud----------------SITUATIONAL         AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
*19 Insidious Fever                 SITUATIONAL         Haven't had many issues landing Disease DoTs but sometimes I found this spell necessary on some mobs.  Useful for root/rotting.
+
*19-----Insidious Fever-----------------SITUATIONAL         Haven't had many issues landing Disease DoTs but sometimes I found this spell necessary on some mobs.  Useful for root/rotting.
*19 Malaise                         PRIMARY                 The first shammy resist debuff.  Learn it, love it, use it.  You may not need it at this level, but the Lvl 19 Mali is useful at higher levels.
+
*19-----Malaise-------------------------PRIMARY                 The first shammy resist debuff.  Learn it, love it, use it.  You may not need it at this level, but the Lvl 19 Mali is useful at higher levels.
*19 Shrink                         SECONDARY         You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying.  Shrink all fatties!
+
*19-----Shrink--------------------------SECONDARY         You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying.  Shrink all fatties!
*19 Spirit of Cat                 PRIMARY                 Stat buffs are marginally useful at lower levels.  They absolutely shine at higher levels.  Still, Dex and Str are useful at all levels.
+
*19-----Spirit of Cat-------------------PRIMARY                 Stat buffs are marginally useful at lower levels.  They absolutely shine at higher levels.  Still, Dex and Str are useful at all levels.
*19 Spirit of Strength         PRIMARY                 Buy the Strength and Dex buffs whenever they're available.  They are the most requested and statistically beneficial.
+
*19-----Spirit of Strength--------------PRIMARY                 Buy the Strength and Dex buffs whenever they're available.  They are the most requested and statistically beneficial.
*19 Vision                         AVOID                 Fun.  But I've never needed it.  There are occasions where you can use this to assist pullers around corners however…possibly useful.
+
*19-----Vision--------------------------AVOID                 Fun.  But I've never needed it.  There are occasions where you can use this to assist pullers around corners however…possibly useful.
*24 Cannibalize                 PRIMARY                 "Canni" is the reason why Shamans can stay in the game longer than clerics or wizards at this level.  Get used to living at 40% health.
+
*24-----Cannibalize---------------------PRIMARY                 "Canni" is the reason why Shamans can stay in the game longer than clerics or wizards at this level.  Get used to living at 40% health.
*24 Counteract Disease         AVOID                 I haven't found many diseases that required this spell, and you receive Abolish Disease at Lvl 49.  I would avoid this spell and wait.
+
*24-----Counteract Disease--------------AVOID                 I haven't found many diseases that required this spell, and you receive Abolish Disease at Lvl 49.  I would avoid this spell and wait.
*24 Creeping Vision                 AVOID                 This could be a fun spell, and useful in 1-2 situations over your career…but I would save the money.
+
*24-----Creeping Vision-----------------AVOID                 This could be a fun spell, and useful in 1-2 situations over your career…but I would save the money.
*24 Envenomed Breath         PRIMARY                 The next upgrade in your Poison DoT line.  These spells are always useful, and required for root/rotting.
+
*24-----Envenomed Breath----------------PRIMARY                 The next upgrade in your Poison DoT line.  These spells are always useful, and required for root/rotting.
*24 Frost Strike                 PRIMARY                 The frost line of shaman DDs is not the most mana efficient but I find them very useful, and good for finishing off mobs at ~25%.
+
*24-----Frost Strike--------------------PRIMARY                 The frost line of shaman DDs is not the most mana efficient but I find them very useful, and good for finishing off mobs at ~25%.
*24 Invigor                         AVOID                 I've never had anyone run out of Stamina on me.  Or request this spell from me.  
+
*24-----Invigor-------------------------AVOID                 I've never had anyone run out of Stamina on me.  Or request this spell from me.  
*24 Poison Storm                 SITUATIONAL         AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective?  I haven't tested it.
+
*24-----Poison Storm--------------------SITUATIONAL         AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective?  I haven't tested it.
*24 Protect                         SECONDARY         Clerics are more common at this level, so Shammy AC buffs become less necessary.  Clerics overwrite yours.  Very useful otherwise.
+
*24-----Protect-------------------------SECONDARY         Clerics are more common at this level, so Shammy AC buffs become less necessary.  Clerics overwrite yours.  Very useful otherwise.
*24 Regeneration                 PRIMARY                 Very mana intensive until you reach Lvl 30 or so, but required for canni dancing, and very useful to put on your melees to save mana.
+
*24-----Regeneration--------------------PRIMARY                 Very mana intensive until you reach Lvl 30 or so, but required for canni dancing, and very useful to put on your melees to save mana.
*24 Resist Cold                 DELAY (46)         You could possibly need CR before 46 in some area, particularly Velious, but you can probably wait until mid 40s/raiding.
+
*24-----Resist Cold---------------------DELAY (46)         You could possibly need CR before 46 in some area, particularly Velious, but you can probably wait until mid 40s/raiding.
*24 Spirit of Cheetah         SITUATIONAL         I never purchased this spell.  But I feel it's probably less effective than rooting an accidental pull and camping.
+
*24-----Spirit of Cheetah---------------SITUATIONAL         I never purchased this spell.  But I feel it's probably less effective than rooting an accidental pull and camping.
*24 Spirit of Monkey         SITUATIONAL         Normally I would say always purchase your stat buffs.  This level is the exception.  Regen is more important to keep up on melee.
+
*24-----Spirit of Monkey----------------SITUATIONAL         Normally I would say always purchase your stat buffs.  This level is the exception.  Regen is more important to keep up on melee.
*24 Spirit of Ox                 SITUATIONAL         While adding more hit points is useful.  You get your first Talisman soon (Lvl 34), and Regen is too mana intensive to keep this up.
+
*24-----Spirit of Ox--------------------SITUATIONAL         While adding more hit points is useful.  You get your first Talisman soon (Lvl 34), and Regen is too mana intensive to keep this up.
*24 Scale of Wolf                 SITUATIONAL         If you're Invis/Scale of Wolf running and something hits you, it might not be pleasant.  Potentially time saving however.
+
*24-----Scale of Wolf-------------------SITUATIONAL         If you're Invis/Scale of Wolf running and something hits you, it might not be pleasant.  Potentially time saving however.
*29 Alluring Aura                 DELAY (Enc/Brd)         Purchase this spell if you duo or group with an Enchanter daily.  Our buff is better than their self buff.  Otherwise, save the cash.
+
*29-----Alluring Aura-------------------DELAY (Enc/Brd)         Purchase this spell if you duo or group with an Enchanter daily.  Our buff is better than their self buff.  Otherwise, save the cash.
*29 Befriend Animal                 AVOID                 By the time you receive your animal charm spells, they're mostly useless.  You could charm solo for 1-2 Lvls in select areas though.
+
*29-----Befriend Animal-----------------AVOID                 By the time you receive your animal charm spells, they're mostly useless.  You could charm solo for 1-2 Lvls in select areas though.
*29 Counteract Poison         AVOID                 You won't have time to mem this spell in a situation where you need it.  Rely on heals and regen to carry your through poison DoTs.
+
*29-----Counteract Poison---------------AVOID                 You won't have time to mem this spell in a situation where you need it.  Rely on heals and regen to carry your through poison DoTs.
*29 Greater Healing                 PRIMARY                 At Lvl 29 Shammies have the same heal as clerics for a good while.  G. Heal will be on your bar at all times for a long, long, time.
+
*29-----Greater Healing-----------------PRIMARY                 At Lvl 29 Shammies have the same heal as clerics for a good while.  G. Heal will be on your bar at all times for a long, long, time.
*29 Imbue Amber                 SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
+
*29-----Imbue Amber---------------------SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
*29 Imbue Ivory                 SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
+
*29-----Imbue Ivory---------------------SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
*29 Imbue Jade                 SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
+
*29-----Imbue Jade----------------------SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
*29 Imbue Sapphire                 SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
+
*29-----Imbue Sapphire------------------SITUATIONAL         If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups.  These spells are necessary.
*29 Invisibility                 PRIMARY                 Always useful while traveling.  Especially considering 3/4 of shammies are evil.
+
*29-----Invisibility--------------------PRIMARY                 Always useful while traveling.  Especially considering 3/4 of shammies are evil.
*29 Listless Power                 SITUATIONAL         May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob.  Slow > Disempower.
+
*29-----Listless Power------------------SITUATIONAL         May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob.  Slow > Disempower.
*29 Quickness                 SECONDARY         Less useful if you duo/group with Enc/Brd often.  Our haste is vastly inferior to Chanters.  AMAZING when they're not around though.
+
*29-----Quickness-----------------------SECONDARY         Less useful if you duo/group with Enc/Brd often.  Our haste is vastly inferior to Chanters.  AMAZING when they're not around though.
*29 Raging Strength                 PRIMARY          29 gives us another upgrade to Strength and Dex.  As usual, you will definitely want to pick them up.  Keep your rogues happy.
+
*29-----Raging Strength-----------------PRIMARY          29 gives us another upgrade to Strength and Dex.  As usual, you will definitely want to pick them up.  Keep your rogues happy.
*29 Resist Fire                 SECONDARY         Definitely useful at this level if you want to group in Sol A.  Continues to be useful against caster mobs all over.
+
*29-----Resist Fire---------------------SECONDARY         Definitely useful at this level if you want to group in Sol A.  Continues to be useful against caster mobs all over.
*29 Rising Dexterity         PRIMARY          Twinks love it.  Newbies need it!  Keep your melee DPS optimized whenever possible, to conversely optimize your Xp!
+
*29-----Rising Dexterity----------------PRIMARY          Twinks love it.  Newbies need it!  Keep your melee DPS optimized whenever possible, to conversely optimize your Xp!
*29 Tagar's Insects                 PRIMARY                 Slows become more necessary in this level range.  Definitely more useful in Kunark/Velious where mobs hit harder.
+
*29-----Tagar's Insects-----------------PRIMARY                 Slows become more necessary in this level range.  Definitely more useful in Kunark/Velious where mobs hit harder.
*29 Ultravision                 SITUATIONAL         If you are a Barb, your life will never be the same.  This spell is amazing.  Still extremely useful as a Troll, Ogre, or Iksar too.
+
*29-----Ultravision---------------------SITUATIONAL         If you are a Barb, your life will never be the same.  This spell is amazing.  Still extremely useful as a Troll, Ogre, or Iksar too.
*34 Charm Animals                 AVOID                 By the time you receive your animal charm spells, they're mostly useless.  You could charm solo for 1-2 Lvls in select areas though.
+
*34-----Charm Animals-------------------AVOID                 By the time you receive your animal charm spells, they're mostly useless.  You could charm solo for 1-2 Lvls in select areas though.
*34 Companion Spirit         SECONDARY         Our first pet!  Exceptionally useful despite the bad rap compared to Necro/Mage pets.  Make the walk to W.Karana when you can.
+
*34-----Companion Spirit----------------SECONDARY         Our first pet!  Exceptionally useful despite the bad rap compared to Necro/Mage pets.  Make the walk to W.Karana when you can.
*34 Enstill                         PRIMARY          Use root for quick CC.  Use Enstill for root/rotting.  Amazing spell that you will use for the rest of your career.
+
*34-----Enstill-------------------------PRIMARY          Use root for quick CC.  Use Enstill for root/rotting.  Amazing spell that you will use for the rest of your career.
*34 Fury                         SITUATIONAL         Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
+
*34-----Fury----------------------------SITUATIONAL         Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
*34 Health                         PRIMARY                 I recommended skipping the last tier of Sta/Agi buffs, but here these buffs become useful again.  Second tier to Str/Dex still though.
+
*34-----Health--------------------------PRIMARY                 I recommended skipping the last tier of Sta/Agi buffs, but here these buffs become useful again.  Second tier to Str/Dex still though.
*34 Malaisement                 PRIMARY                 Each upgrade in the mali line becomes more and more useful in groups and solo situations.  Keep your casters happy.
+
*34-----Malaisement---------------------PRIMARY                 Each upgrade in the mali line becomes more and more useful in groups and solo situations.  Keep your casters happy.
*34 Nimble                         PRIMARY                 Stat increases quickly becoming more useful at this level.  Nimble can add good AC that stacks with Shifting Shield/Cleric buffs.
+
*34-----Nimble--------------------------PRIMARY                 Stat increases quickly becoming more useful at this level.  Nimble can add good AC that stacks with Shifting Shield/Cleric buffs.
*34 Resist Disease                 DELAY (39-44)         Very useful in Lower Guk and Kunark dungeons with shaman or necro casters.
+
*34-----Resist Disease------------------DELAY (39-44)         Very useful in Lower Guk and Kunark dungeons with shaman or necro casters.
*34 Scourge                         PRIMARY                 Our disease DoTs finally begin to shine.  Stack with Envenomed Breath (Lvl 24) or Venom of the Snake (Lvl 39) for heavy DoT damage.
+
*34-----Scourge-------------------------PRIMARY                 Our disease DoTs finally begin to shine.  Stack with Envenomed Breath (Lvl 24) or Venom of the Snake (Lvl 39) for heavy DoT damage.
*34 Shifting Shield                 SECONDARY         Still doesn't stack with Cleric buffs, but necessary AC buff for tanks when you're stuck pretending to be a Cleric or Druid.
+
*34-----Shifting Shield-----------------SECONDARY         Still doesn't stack with Cleric buffs, but necessary AC buff for tanks when you're stuck pretending to be a Cleric or Druid.
*34 Shock of the Tainted         AVOID                 This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
+
*34-----Shock of the Tainted------------AVOID                 This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
*34 Talisman of Tnarg         PRIMARY                 Hitpoint buff that stacks with Clerics.  Adds a beefy amount of Hitpoints right out of the gate with upgrades to come.   
+
*34-----Talisman of Tnarg---------------PRIMARY                 Hitpoint buff that stacks with Clerics.  Adds a beefy amount of Hitpoints right out of the gate with upgrades to come.   
*34 Winter's Roar                 PRIMARY                 If you're luck enough to receive or buy a Jaundiced Bone Bracer you can skip this spell, but noobs like me need this spell.
+
*34-----Winter's Roar-------------------PRIMARY                 If you're luck enough to receive or buy a Jaundiced Bone Bracer you can skip this spell, but noobs like me need this spell.
*39 Assiduous Vision         SITUATIONAL         Could be amazing on another class.  Could be useful for us.  But I've never needed it.  Seems fun though!
+
*39-----Assiduous Vision----------------SITUATIONAL         Could be amazing on another class.  Could be useful for us.  But I've never needed it.  Seems fun though!
*39 Blinding Luminance         SITUATIONAL         Useful if you plan on soloing 50+.  Causes pseudo-fear in melee mobs.  Still semi-useful in duo/trio/groups.
+
*39-----Blinding Luminance--------------SITUATIONAL         Useful if you plan on soloing 50+.  Causes pseudo-fear in melee mobs.  Still semi-useful in duo/trio/groups.
*39 Cannibalize II                 SECONDARY         Quest is time consuming but easy.  Karnor's Castle took longest while begging to loot greyish bone chips. ~1.5k in the EC tunnel.
+
*39-----Cannibalize II------------------SECONDARY         Quest is time consuming but easy.  Karnor's Castle took longest while begging to loot greyish bone chips. ~1.5k in the EC tunnel.
*39 Chloroplast                 PRIMARY                 Noticeably great regen for yourself and melee types during combat.  "Canni dancing" becomes necessary.
+
*39-----Chloroplast---------------------PRIMARY                 Noticeably great regen for yourself and melee types during combat.  "Canni dancing" becomes necessary.
*39 Deftness                 PRIMARY                 MOAR DEX!  MOAR PROX!  DEX PLZ, KK THX.
+
*39-----Deftness------------------------PRIMARY                 MOAR DEX!  MOAR PROX!  DEX PLZ, KK THX.
*39 Extinguish Fatigue         DELAY (49-54)         I vaguely remember my tanks needing this sometimes in Velious, but I would wait as long as possible.  Acumen comes at Lvl 56.
+
*39-----Extinguish Fatigue--------------DELAY (49-54)         I vaguely remember my tanks needing this sometimes in Velious, but I would wait as long as possible.  Acumen comes at Lvl 56.
*39 Furious Strength         PRIMARY                 If you have Canni II or are twinked it should be easy keeping up stat buffs, regen, and talisman on your melee.  Good luck otherwise!
+
*39-----Furious Strength----------------PRIMARY                 If you have Canni II or are twinked it should be easy keeping up stat buffs, regen, and talisman on your melee.  Good luck otherwise!
*39 Gale of Poison                 SITUATIONAL         AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
+
*39-----Gale of Poison------------------SITUATIONAL         AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
*39 Glamour                   DELAY (Enc/Brd)         Purchase this spell if you duo or group with an Enchanter daily.  Our buff is better than their self buff.  Otherwise, save the cash.
+
*39-----Glamour-------------------------DELAY (Enc/Brd)         Purchase this spell if you duo or group with an Enchanter daily.  Our buff is better than their self buff.  Otherwise, save the cash.
*39 Insidious Malady         SITUATIONAL         When root/rotting in Kunark this spell is often required.  But if you're heading to City of Mist soon you probably won't need this.
+
*39-----Insidious Malady----------------SITUATIONAL         When root/rotting in Kunark this spell is often required.  But if you're heading to City of Mist soon you probably won't need this.
*39 Resist Poison                 DELAY (46)         Poison MR will come in hand in some Planes Raids but you can probably get along without it until then.
+
*39-----Resist Poison-------------------DELAY (46)         Poison MR will come in hand in some Planes Raids but you can probably get along without it until then.
*39 Togor's Insects                 PRIMARY                 This is the level range where slows become more necessary.  Togor definitely knew what he was doing.
+
*39-----Togor's Insects-----------------PRIMARY                 This is the level range where slows become more necessary.  Togor definitely knew what he was doing.
*39 Tumultuous Strength         SITUATIONAL         I never got this to drop when I was in the level range, but extremely useful for saving mana in melee heavy groups!
+
*39-----Tumultuous Strength-------------SITUATIONAL         I never got this to drop when I was in the level range, but extremely useful for saving mana in melee heavy groups!
*39 Venom of the Snake         PRIMARY                 Stacks really well with the Disease line of DoTs for some great damage.  Only two more upgrades better than this one.
+
*39-----Venom of the Snake--------------PRIMARY                 Stacks really well with the Disease line of DoTs for some great damage.  Only two more upgrades better than this one.
*39 Vigilant Spirit                 SECONDARY         Shammy pets are useless for root/rotting and soloing in general if that's your thing, but functions as an extra DoT or a rune in groups.
+
*39-----Vigilant Spirit-----------------SECONDARY         Shammy pets are useless for root/rotting and soloing in general if that's your thing, but functions as an extra DoT or a rune in groups.
*44 Agility                         PRIMARY                 Agility becomes much more worth the mana investment now.  Keep it up on tanks and pullers, especially if you're stuck healing.
+
*44-----Agility-------------------------PRIMARY                 Agility becomes much more worth the mana investment now.  Keep it up on tanks and pullers, especially if you're stuck healing.
*44 Alacrity                 SECONDARY         Again, if you have regularly see Enchanters in your groups, this isn't extremely necessary right away.  Necessary without an ENC/BRD.
+
*44-----Alacrity------------------------SECONDARY         Again, if you have regularly see Enchanters in your groups, this isn't extremely necessary right away.  Necessary without an ENC/BRD.
*44 Blast of Poison                 AVOID                 This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
+
*44-----Blast of Poison-----------------AVOID                 This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
*44 Blizzard Blast                 PRIMARY                 Terrible name, but extremely useful when you are called upon for DPS.  Can take City of Mist mobs down 25% health.
+
*44-----Blizzard Blast------------------PRIMARY                 Terrible name, but extremely useful when you are called upon for DPS.  Can take City of Mist mobs down 25% health.
*44 Guardian                 SECONDARY         Another AC buff for the tank and yourself.  Marginal upgrade from the last one, but still a necessity in many situations.
+
*44-----Guardian------------------------SECONDARY         Another AC buff for the tank and yourself.  Marginal upgrade from the last one, but still a necessity in many situations.
*44 Guardian Spirit                 SECONDARY         Dogs are still useful believe it or not at this level.  But their usefulness will drop off soon despite receiving a pet buff at Lvl 50.
+
*44-----Guardian Spirit-----------------SECONDARY         Dogs are still useful believe it or not at this level.  But their usefulness will drop off soon despite receiving a pet buff at Lvl 50.
*44 Incapacitate                 SECONDARY         Another melee mob debuff.  I did pick up this spell and found it to be more useable than previous version as mobs last longer.
+
*44-----Incapacitate--------------------SECONDARY         Another melee mob debuff.  I did pick up this spell and found it to be more useable than previous version as mobs last longer.
*44 Nullify Magic                 DELAY (51-53)         Annul Magic comes at 55.  I didn't run into many instances where I needed Nullify before then, but may be needed in some raids.
+
*44-----Nullify Magic-------------------DELAY (51-53)         Annul Magic comes at 55.  I didn't run into many instances where I needed Nullify before then, but may be needed in some raids.
*44 Resist Magic                 PRIMARY                 Indispensable MR buff.  MR is needed in more instances than other Resists.  You'll be called upon for it many times as the buffer.
+
*44-----Resist Magic--------------------PRIMARY                 Indispensable MR buff.  MR is needed in more instances than other Resists.  You'll be called upon for it many times as the buffer.
*44 Stamina                         PRIMARY                 Stats are reaching their full potential now.  Stamina can add much needed HP to Clerics, Enchanters, pullers and tanks.
+
*44-----Stamina-------------------------PRIMARY                 Stats are reaching their full potential now.  Stamina can add much needed HP to Clerics, Enchanters, pullers and tanks.
*44 Summon Companion         AVOID                 Dogs cool.  But definitely not important enough to summon.  Just take a med break and summon a new one.
+
*44-----Summon Companion----------------AVOID                 Dogs cool.  But definitely not important enough to summon.  Just take a med break and summon a new one.
*44 Talisman of Altuna         PRIMARY                 Beefy hit point buffs for everyone!
+
*44-----Talisman of Altuna--------------PRIMARY                 Beefy hit point buffs for everyone!
*49 Abolish Disease         PRIMARY                 We're picking up the best spells from the old world this level.  They're still really good.  You'll need all of them, including this one.
+
*49-----Abolish Disease-----------------PRIMARY                 We're picking up the best spells from the old world this level.  They're still really good.  You'll need all of them, including this one.
*49 Charisma                 PRIMARY                 +40 Charisma for your Enchanters.  Makes your friends pretty!
+
*49-----Charisma------------------------PRIMARY                 +40 Charisma for your Enchanters.  Makes your friends pretty!
*49 Dexterity                 PRIMARY                 +50 Dexterity for maximum procage.  Also enhances your dancing skills!
+
*49-----Dexterity-----------------------PRIMARY                 +50 Dexterity for maximum procage.  Also enhances your dancing skills!
*49 Envenomed Bolt                 PRIMARY                 Amazing damage from our poison based DoT
+
*49-----Envenomed Bolt------------------PRIMARY                 Amazing damage from our poison based DoT
*49 Frenzied Spirit                 PRIMARY                 Last line in our doggy pet spells!  Heya Fido!
+
*49-----Frenzied Spirit-----------------PRIMARY                 Last line in our doggy pet spells!  Heya Fido!
*49 Malosi                         PRIMARY            The debuffage continues. Remains a staple in the Shaman lineup.
+
*49-----Malosi--------------------------PRIMARY            The debuffage continues. Remains a staple in the Shaman lineup.
*49 Plague                         PRIMARY                 Stack this with E.Bolt and watch the life tick away from mobs.  Soloing becomes much, much easier now.  
+
*49-----Plague--------------------------PRIMARY                 Stack this with E.Bolt and watch the life tick away from mobs.  Soloing becomes much, much easier now.  
*49 Rage                         SITUATIONAL         Still really only need this spell if you're soloing.  And meleeing is pretty rough at this level.  But the next Rage upgrade is Lvl 59.
+
*49-----Rage----------------------------SITUATIONAL         Still really only need this spell if you're soloing.  And meleeing is pretty rough at this level.  But the next Rage upgrade is Lvl 59.
*49 Strength                 PRIMARY                 +66 to +69 Strength is a very significant upgrade
+
*49-----Strength------------------------PRIMARY                 +66 to +69 Strength is a very significant upgrade
*50+ All Spells                 PRIMARY                 Hunt for all the drops, do all the quests, and buy all the spells.  You'll need them :)
+
*50+----All Spells----------------------PRIMARY                 Hunt for all the drops, do all the quests, and buy all the spells.  You'll need them :)

Revision as of 04:41, 29 August 2016

  • 1------Burst of Flame------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath. Congrats!
  • 1------Cure Disease--------------------DELAY (Lvl 9-14) Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
  • 1------Dextrous Aura-------------------PRIMARY Dex is needed by melee characters (especially twinks) in order to proc their weapons. Highly desired.
  • 1------Endure Cold---------------------DELAY (Lvl 14-19) Pick this spell up before you move into Upper Guk or other areas with shaman casters.
  • 1------Flash of Light------------------SITUATIONAL Pick up this spell ONLY if you plan on tanking. Creates high threat. Good for duos/trios without a real tank.
  • 1------Inner Fire----------------------PRIMARY This is your best heal spell until Level 19. Trust me.
  • 1------Minor Healing-------------------FREE Another hand out! Don't expect any more!
  • 1------Strengthen----------------------PRIMARY Cast on yourself and all other melee in your group. At all times.
  • 1------True North----------------------AVOID Just max your Sense Heading skill.
  • 5------Cure Poison---------------------AVOID Poisons at low level run their course too quickly for you to mem this spell. Better cures are available later.
  • 5------Drowsy--------------------------PRIMARY Slowing mobs will one day be your bread and butter. Start practicing now!
  • 5------Endure Fire---------------------DELAY (Lvl 14-19) Pick this spell up before you move to North Ro or Upper Guk to avoid some caster damage.
  • 5------Feet Like Cat-------------------SECONDARY Agility really doesn't add much at this level. But I cast it on non-twink tanks to give them an AC boost. Every bit counts.
  • 5------Fleeting Fury-------------------SITUATIONAL Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
  • 5------Frost Rift----------------------PRIMARY High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
  • 5------Gate----------------------------PRIMARY Probably the most important spell a shaman will ever memorize since our spells are located in very remote areas.
  • 5------Scale Skin----------------------SITUATIONAL Purchase if you start in Grobb or Oggok. Otherwise, just wait for Turtle Skin at Lvl 14.
  • 5------Sicken--------------------------SECONDARY Very efficient DoT, but the duration is too long for most fights. Disease DoTs become more useful in your 30s & 40s.
  • 5------Spirit Pouch--------------------SITUATIONAL If you are new to the server, or have little cash for bags, this spell can be useful. Otherwise you can avoid it.
  • 5------Summon Drink--------------------SITUATIONAL Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil aligned friend.
  • 9------Cure Blindness------------------AVOID You won't have this on your bar when someone gets hit with blind. Just laugh at them while they're blind. Panick if it's you.
  • 9------Endure Disease------------------AVOID A useful spell in its own right, but by the time you need high DR, you will have the upgraded version. (Lvl 34)
  • 9------Light Healing-------------------PRIMARY Finally you can stop using Inner Fire to heal and can be a useful group healer for a few levels.
  • 9------Sense Animals-------------------AVOID I can't come up with a reason why you would ever need this.
  • 9------Serpent Sight-------------------SITUATIONAL Pick this up ONLY if you've made a Barbarian shaman. Or raise your Gamma setting! It gets real dark in some places.
  • 9------Spirit of Bear------------------SECONDARY This spell is useful to cast on yourself or a group tank for some extra Hp, but the gain is minimal for the amount of mana spent.
  • 9------Spirit of Wolf------------------PRIMARY You will learn to love AND hate this spell…so much.
  • 9------Spirit Sight--------------------SECONDARY Almost a PRIMARY spell to be honest. You will need this while invising into camp locations while in a group or corpse runs.
  • 9------Summon Food---------------------SITUATIONAL Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil aligned friend.
  • 9------Tainted Breath------------------PRIMARY The poison DoT line is useful grouping and necessary for soloing. Very efficient DoT.
  • 14-----Bind Affinity-------------------PRIMARY You will absolutely need this spell while out wandering the wilds. Binding in EC or WC to find easy ports is always useful.
  • 14-----Burst of Strength---------------AVOID This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Definitely not worth the plat, just stick with FF if you use it.
  • 14-----Disempower----------------------SITUATIONAL May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
  • 14-----Endure Poison-------------------SECONDARY This spell can save you some mana as a healer or soloer while farming silks or grouping in Guk or mid-level Kunark zones.
  • 14-----Enduring Breath-----------------DELAY (29-34) You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon.
  • 14-----Invisibility versus Animals-----AVOID This spell exists only to mock you after you die to high level animal you could have avoided with this spell. Just run along zone walls.
  • 14-----Levitate------------------------SECONDARY Extremely useful for traveling long distances or getting through swamps. Almost required in some places. Stock up on Bat Wings.
  • 14-----Root----------------------------PRIMARY You will cast this spell well beyond level 50. It will save you. It will also disappoint you and get you killed. Typical relationship.
  • 14-----Spirit of Snake-----------------DELAY (Enc/Brd) Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 14-----Spirit Strike-------------------PRIMARY High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
  • 14-----Turtle Skin---------------------SECONDARY Probably your first AC spell since level 1 as a Barbarian. Needed for soloing, not needed if you group with a cleric often (lucky you).
  • 14-----Walking Sleep-------------------PRIMARY Slowing at low levels is often not needed as mobs die quickly, but this is needed for melee soloing, and useful in a lot of groups still.
  • 19-----Affliction----------------------DELAY (24) Very efficient DoT, but doesn't work well until you can pair it with Envenomed Breath for Root/Rot soloing at Lvl 24.
  • 19-----Cancel Magic--------------------AVOID You won't find yourself in a situation often where you'll need this on your bar constantly at this level. Useful upgrade comes later.
  • 19-----Endure Magic--------------------SECONDARY MR is extremely useful for avoiding Roots, Snares, some DoTs, a lot of low level caster nukes, etc. Very useful for dungeon groups.
  • 19-----Frenzy--------------------------SITUATIONAL Finally a good upgrade to the Fleeting Fury back in Lvl 5. Still only useful for melee soloing with high AC and high damage weapons.
  • 19-----Healing-------------------------PRIMARY Shamans are effectively able to heal like a cleric for a few levels after 19. Definitely a must-need spell.
  • 19-----Infectious Cloud----------------SITUATIONAL AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
  • 19-----Insidious Fever-----------------SITUATIONAL Haven't had many issues landing Disease DoTs but sometimes I found this spell necessary on some mobs. Useful for root/rotting.
  • 19-----Malaise-------------------------PRIMARY The first shammy resist debuff. Learn it, love it, use it. You may not need it at this level, but the Lvl 19 Mali is useful at higher levels.
  • 19-----Shrink--------------------------SECONDARY You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying. Shrink all fatties!
  • 19-----Spirit of Cat-------------------PRIMARY Stat buffs are marginally useful at lower levels. They absolutely shine at higher levels. Still, Dex and Str are useful at all levels.
  • 19-----Spirit of Strength--------------PRIMARY Buy the Strength and Dex buffs whenever they're available. They are the most requested and statistically beneficial.
  • 19-----Vision--------------------------AVOID Fun. But I've never needed it. There are occasions where you can use this to assist pullers around corners however…possibly useful.
  • 24-----Cannibalize---------------------PRIMARY "Canni" is the reason why Shamans can stay in the game longer than clerics or wizards at this level. Get used to living at 40% health.
  • 24-----Counteract Disease--------------AVOID I haven't found many diseases that required this spell, and you receive Abolish Disease at Lvl 49. I would avoid this spell and wait.
  • 24-----Creeping Vision-----------------AVOID This could be a fun spell, and useful in 1-2 situations over your career…but I would save the money.
  • 24-----Envenomed Breath----------------PRIMARY The next upgrade in your Poison DoT line. These spells are always useful, and required for root/rotting.
  • 24-----Frost Strike--------------------PRIMARY The frost line of shaman DDs is not the most mana efficient but I find them very useful, and good for finishing off mobs at ~25%.
  • 24-----Invigor-------------------------AVOID I've never had anyone run out of Stamina on me. Or request this spell from me.
  • 24-----Poison Storm--------------------SITUATIONAL AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective? I haven't tested it.
  • 24-----Protect-------------------------SECONDARY Clerics are more common at this level, so Shammy AC buffs become less necessary. Clerics overwrite yours. Very useful otherwise.
  • 24-----Regeneration--------------------PRIMARY Very mana intensive until you reach Lvl 30 or so, but required for canni dancing, and very useful to put on your melees to save mana.
  • 24-----Resist Cold---------------------DELAY (46) You could possibly need CR before 46 in some area, particularly Velious, but you can probably wait until mid 40s/raiding.
  • 24-----Spirit of Cheetah---------------SITUATIONAL I never purchased this spell. But I feel it's probably less effective than rooting an accidental pull and camping.
  • 24-----Spirit of Monkey----------------SITUATIONAL Normally I would say always purchase your stat buffs. This level is the exception. Regen is more important to keep up on melee.
  • 24-----Spirit of Ox--------------------SITUATIONAL While adding more hit points is useful. You get your first Talisman soon (Lvl 34), and Regen is too mana intensive to keep this up.
  • 24-----Scale of Wolf-------------------SITUATIONAL If you're Invis/Scale of Wolf running and something hits you, it might not be pleasant. Potentially time saving however.
  • 29-----Alluring Aura-------------------DELAY (Enc/Brd) Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 29-----Befriend Animal-----------------AVOID By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
  • 29-----Counteract Poison---------------AVOID You won't have time to mem this spell in a situation where you need it. Rely on heals and regen to carry your through poison DoTs.
  • 29-----Greater Healing-----------------PRIMARY At Lvl 29 Shammies have the same heal as clerics for a good while. G. Heal will be on your bar at all times for a long, long, time.
  • 29-----Imbue Amber---------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Imbue Ivory---------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Imbue Jade----------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Imbue Sapphire------------------SITUATIONAL If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----Invisibility--------------------PRIMARY Always useful while traveling. Especially considering 3/4 of shammies are evil.
  • 29-----Listless Power------------------SITUATIONAL May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
  • 29-----Quickness-----------------------SECONDARY Less useful if you duo/group with Enc/Brd often. Our haste is vastly inferior to Chanters. AMAZING when they're not around though.
  • 29-----Raging Strength-----------------PRIMARY 29 gives us another upgrade to Strength and Dex. As usual, you will definitely want to pick them up. Keep your rogues happy.
  • 29-----Resist Fire---------------------SECONDARY Definitely useful at this level if you want to group in Sol A. Continues to be useful against caster mobs all over.
  • 29-----Rising Dexterity----------------PRIMARY Twinks love it. Newbies need it! Keep your melee DPS optimized whenever possible, to conversely optimize your Xp!
  • 29-----Tagar's Insects-----------------PRIMARY Slows become more necessary in this level range. Definitely more useful in Kunark/Velious where mobs hit harder.
  • 29-----Ultravision---------------------SITUATIONAL If you are a Barb, your life will never be the same. This spell is amazing. Still extremely useful as a Troll, Ogre, or Iksar too.
  • 34-----Charm Animals-------------------AVOID By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
  • 34-----Companion Spirit----------------SECONDARY Our first pet! Exceptionally useful despite the bad rap compared to Necro/Mage pets. Make the walk to W.Karana when you can.
  • 34-----Enstill-------------------------PRIMARY Use root for quick CC. Use Enstill for root/rotting. Amazing spell that you will use for the rest of your career.
  • 34-----Fury----------------------------SITUATIONAL Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
  • 34-----Health--------------------------PRIMARY I recommended skipping the last tier of Sta/Agi buffs, but here these buffs become useful again. Second tier to Str/Dex still though.
  • 34-----Malaisement---------------------PRIMARY Each upgrade in the mali line becomes more and more useful in groups and solo situations. Keep your casters happy.
  • 34-----Nimble--------------------------PRIMARY Stat increases quickly becoming more useful at this level. Nimble can add good AC that stacks with Shifting Shield/Cleric buffs.
  • 34-----Resist Disease------------------DELAY (39-44) Very useful in Lower Guk and Kunark dungeons with shaman or necro casters.
  • 34-----Scourge-------------------------PRIMARY Our disease DoTs finally begin to shine. Stack with Envenomed Breath (Lvl 24) or Venom of the Snake (Lvl 39) for heavy DoT damage.
  • 34-----Shifting Shield-----------------SECONDARY Still doesn't stack with Cleric buffs, but necessary AC buff for tanks when you're stuck pretending to be a Cleric or Druid.
  • 34-----Shock of the Tainted------------AVOID This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
  • 34-----Talisman of Tnarg---------------PRIMARY Hitpoint buff that stacks with Clerics. Adds a beefy amount of Hitpoints right out of the gate with upgrades to come.
  • 34-----Winter's Roar-------------------PRIMARY If you're luck enough to receive or buy a Jaundiced Bone Bracer you can skip this spell, but noobs like me need this spell.
  • 39-----Assiduous Vision----------------SITUATIONAL Could be amazing on another class. Could be useful for us. But I've never needed it. Seems fun though!
  • 39-----Blinding Luminance--------------SITUATIONAL Useful if you plan on soloing 50+. Causes pseudo-fear in melee mobs. Still semi-useful in duo/trio/groups.
  • 39-----Cannibalize II------------------SECONDARY Quest is time consuming but easy. Karnor's Castle took longest while begging to loot greyish bone chips. ~1.5k in the EC tunnel.
  • 39-----Chloroplast---------------------PRIMARY Noticeably great regen for yourself and melee types during combat. "Canni dancing" becomes necessary.
  • 39-----Deftness------------------------PRIMARY MOAR DEX! MOAR PROX! DEX PLZ, KK THX.
  • 39-----Extinguish Fatigue--------------DELAY (49-54) I vaguely remember my tanks needing this sometimes in Velious, but I would wait as long as possible. Acumen comes at Lvl 56.
  • 39-----Furious Strength----------------PRIMARY If you have Canni II or are twinked it should be easy keeping up stat buffs, regen, and talisman on your melee. Good luck otherwise!
  • 39-----Gale of Poison------------------SITUATIONAL AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
  • 39-----Glamour-------------------------DELAY (Enc/Brd) Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 39-----Insidious Malady----------------SITUATIONAL When root/rotting in Kunark this spell is often required. But if you're heading to City of Mist soon you probably won't need this.
  • 39-----Resist Poison-------------------DELAY (46) Poison MR will come in hand in some Planes Raids but you can probably get along without it until then.
  • 39-----Togor's Insects-----------------PRIMARY This is the level range where slows become more necessary. Togor definitely knew what he was doing.
  • 39-----Tumultuous Strength-------------SITUATIONAL I never got this to drop when I was in the level range, but extremely useful for saving mana in melee heavy groups!
  • 39-----Venom of the Snake--------------PRIMARY Stacks really well with the Disease line of DoTs for some great damage. Only two more upgrades better than this one.
  • 39-----Vigilant Spirit-----------------SECONDARY Shammy pets are useless for root/rotting and soloing in general if that's your thing, but functions as an extra DoT or a rune in groups.
  • 44-----Agility-------------------------PRIMARY Agility becomes much more worth the mana investment now. Keep it up on tanks and pullers, especially if you're stuck healing.
  • 44-----Alacrity------------------------SECONDARY Again, if you have regularly see Enchanters in your groups, this isn't extremely necessary right away. Necessary without an ENC/BRD.
  • 44-----Blast of Poison-----------------AVOID This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
  • 44-----Blizzard Blast------------------PRIMARY Terrible name, but extremely useful when you are called upon for DPS. Can take City of Mist mobs down 25% health.
  • 44-----Guardian------------------------SECONDARY Another AC buff for the tank and yourself. Marginal upgrade from the last one, but still a necessity in many situations.
  • 44-----Guardian Spirit-----------------SECONDARY Dogs are still useful believe it or not at this level. But their usefulness will drop off soon despite receiving a pet buff at Lvl 50.
  • 44-----Incapacitate--------------------SECONDARY Another melee mob debuff. I did pick up this spell and found it to be more useable than previous version as mobs last longer.
  • 44-----Nullify Magic-------------------DELAY (51-53) Annul Magic comes at 55. I didn't run into many instances where I needed Nullify before then, but may be needed in some raids.
  • 44-----Resist Magic--------------------PRIMARY Indispensable MR buff. MR is needed in more instances than other Resists. You'll be called upon for it many times as the buffer.
  • 44-----Stamina-------------------------PRIMARY Stats are reaching their full potential now. Stamina can add much needed HP to Clerics, Enchanters, pullers and tanks.
  • 44-----Summon Companion----------------AVOID Dogs cool. But definitely not important enough to summon. Just take a med break and summon a new one.
  • 44-----Talisman of Altuna--------------PRIMARY Beefy hit point buffs for everyone!
  • 49-----Abolish Disease-----------------PRIMARY We're picking up the best spells from the old world this level. They're still really good. You'll need all of them, including this one.
  • 49-----Charisma------------------------PRIMARY +40 Charisma for your Enchanters. Makes your friends pretty!
  • 49-----Dexterity-----------------------PRIMARY +50 Dexterity for maximum procage. Also enhances your dancing skills!
  • 49-----Envenomed Bolt------------------PRIMARY Amazing damage from our poison based DoT
  • 49-----Frenzied Spirit-----------------PRIMARY Last line in our doggy pet spells! Heya Fido!
  • 49-----Malosi--------------------------PRIMARY The debuffage continues. Remains a staple in the Shaman lineup.
  • 49-----Plague--------------------------PRIMARY Stack this with E.Bolt and watch the life tick away from mobs. Soloing becomes much, much easier now.
  • 49-----Rage----------------------------SITUATIONAL Still really only need this spell if you're soloing. And meleeing is pretty rough at this level. But the next Rage upgrade is Lvl 59.
  • 49-----Strength------------------------PRIMARY +66 to +69 Strength is a very significant upgrade
  • 50+----All Spells----------------------PRIMARY Hunt for all the drops, do all the quests, and buy all the spells. You'll need them :)