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TBC Anniversary realms

Enhancement Shaman leveling guide

Last checked against the live game: 2026-09-07

The plan in one paragraph

Level as Enhancement: melee, no downtime, and every dungeon on the way up still wants you as the healer, because low-level dungeons do not care what your spec is. Carry a caster off-set and heal them. At 70, pay one respec to the build you actually want to raid with.

Your endgame is Enhancement at 70 too, which means the leveling build is most of your raid build already. The healing off-set still pays for itself: dungeon groups form around healers, and a shaman who can swap sets never waits for one.

Milestones on the way to 70

Shaman milestones, 1 to 70

  1. 1You are here
  2. 4Earth totemThe Call of Earth quest gives Stoneskin Totem. The totem item lives in your bags forever.
  3. 10Fire totem and your first talent pointCall of Fire is a real chain; do it the day you hit 10. Ancestral Knowledge 1/5.
  4. 20Ghost WolfTravel form. Improved Ghost Wolf makes it instant.
  5. 20Call of WaterThe long one. Start it at 20, finish it when you can; Healing Stream and Mana Spring come out of it.
  6. 26Mana Spring TotemYour default water totem from here on.
  7. 30Air totem, Windfury Weapon, Grounding TotemThe air quest is short. Windfury turns slow weapons from nice into the whole point.
  8. 40Dual Wield, mail armor, Chain HealThe big ding. Two slow one-handers, Windfury on the mainhand.
  9. 41Stormstrike
  10. 50Shamanistic RageAttacks restore mana on demand; downtime effectively ends.
  11. 58OutlandHellfire quest greens replace most of what you are wearing.

Leveling spec

Enhancement, 1 to 70. You hit things with a slow weapon, shock between swings, and never sit down. The real priorities in the tree are Shamanistic Focus early, Dual Wield and Stormstrike at 40 and 41, and Shamanistic Rage at 50. Those three turn the grind into a no-downtime machine. Do not agonize over fillers; you will buy some to open rows, and that is the tree working as designed.

Weapons: speed over everything. Windfury procs scale with per-hit damage, so slow means big. Until 40, the slowest, hardest-hitting two-handed mace or axe you can find (staves work, usually worse itemized). From 40, two slow one-handers with a 2.6 speed or slower mainhand, because Windfury lives there. Maces, axes and fists are all fine; no shaman or racial bonus favors one type. Never swords or polearms; you cannot use them.

Train the weapon types you plan to use early. Two-handed maces are taught in Thunder Bluff (Ansekhwa), two-handed axes in Orgrimmar (Valley of Honor). A freshly trained weapon type starts at skill 1, so beat on grey mobs for a few minutes after training before you swing at orange quest mobs.

Why not Elemental to level? It works, and it is the smoother choice if you already know you hate melee, but it drinks. Enhancement with Shamanistic Focus and later Shamanistic Rage is the spec that never stops moving, and your caster off-set handles the dungeon healing either way.

Where each talent point goes

0 / 0 / 0 0 of 61 points

Elemental 0

Convection 0/5
Concussion 0/5
Earth's Grasp 0/2
Elemental Warding 0/3
Call of Flame 0/3
Elemental Focus 0/1
Reverberation 0/5
Call of Thunder 0/5
Imp. Fire Totems 0/2
Eye of the Storm 0/3
Elemental Devastation 0/3
Storm Reach 0/2
Elemental Fury 0/1
Unrelenting Storm 0/5
Elemental Precision 0/3
Lightning Mastery 0/5
Elemental Mastery 0/1
Elemental Shields 0/3
Lightning Overload 0/5
Totem of Wrath 0/1

Enhancement 0

Ancestral Knowledge 0/5
Shield Specialization 0/5
Guardian Totems 0/2
Thundering Strikes 0/5
Imp. Ghost Wolf 0/2
Imp. Lightning Shield 0/3
Enhancing Totems 0/2
Shamanistic Focus 0/1
Anticipation 0/5
Flurry 0/5
Toughness 0/5
Imp. Weapon Totems 0/2
Spirit Weapons 0/1
Elemental Weapons 0/3
Mental Quickness 0/3
Weapon Mastery 0/5
Dual Wield Specialization 0/3
Dual Wield 0/1
Stormstrike 0/1
Unleashed Rage 0/5
Shamanistic Rage 0/1

Restoration 0

Imp. Healing Wave 0/5
Tidal Focus 0/5
Imp. Reincarnation 0/2
Ancestral Healing 0/3
Totemic Focus 0/5
Nature's Guidance 0/3
Healing Focus 0/5
Totemic Mastery 0/1
Healing Grace 0/3
Restorative Totems 0/5
Tidal Mastery 0/5
Healing Way 0/3
Nature's Swiftness 0/1
Focused Mind 0/3
Purification 0/5
Mana Tide Totem 0/1
Nature's Guardian 0/5
Nature's Blessing 0/3
Imp. Chain Heal 0/2
Earth Shield 0/1

The rule that governs the order below: a talent row is locked until you have spent 5 × (row - 1) points in that tree, and you have level - 9 points to spend. Row 2 opens at 5 points, row 3 at 10, row 9 at 40. The consequence is that you will buy talents you don't especially want purely to open the next row. That isn't a mistake; it's how the tree works. The order below has been checked against the real tree: every point is buyable at the level it is listed.

Enhancement leveling, 10 to 70 | 61 points

LevelTalentTreeWhy
10Ancestral Knowledge 1/5enhancement+5% max mana; you shock-cast constantly. These five survive into the Resto raid build.
11Ancestral Knowledge 2/5enhancement
12Ancestral Knowledge 3/5enhancement
13Ancestral Knowledge 4/5enhancement
14Ancestral Knowledge 5/5enhancement
15Thundering Strikes 1/5enhancement+5% melee crit. Row 3 opens at 10.
16Thundering Strikes 2/5enhancement
17Thundering Strikes 3/5enhancement
18Thundering Strikes 4/5enhancement
19Thundering Strikes 5/5enhancement
20Shamanistic Focus 1/1enhancementMelee crits make your next Shock cost 60% less. Your mana sustain.
21Improved Ghost Wolf 1/2enhancementInstant wolf. Biggest quality-of-life talent in the tree.
22Improved Ghost Wolf 2/2enhancement
23Anticipation 1/5enhancementGate filler; row 4 opens at 15.
24Anticipation 2/5enhancement
25Flurry 1/5enhancement30% attack speed after crits. Where the spec starts to feel great.
26Flurry 2/5enhancement
27Flurry 3/5enhancement
28Flurry 4/5enhancement
29Flurry 5/5enhancement
30Spirit Weapons 1/1enhancementParry. You face-tank everything you fight.
31Elemental Weapons 1/3enhancementBuffs the Windfury and Rockbiter imbues directly.
32Elemental Weapons 2/3enhancement
33Elemental Weapons 3/3enhancement
34Anticipation 3/5enhancementGate filler; row 6 opens at 25.
35Weapon Mastery 1/5enhancementFlat +10% weapon damage. Row 7 opens at 30.
36Weapon Mastery 2/5enhancement
37Weapon Mastery 3/5enhancement
38Weapon Mastery 4/5enhancement
39Weapon Mastery 5/5enhancement
40Dual Wield 1/1enhancementLevel 40. The power spike of the entire run.
41Stormstrike 1/1enhancementYour signature attack.
42Dual Wield Specialization 1/3enhancement+6% hit to fix dual-wield misses. Three ranks in TBC, not five.
43Dual Wield Specialization 2/3enhancement
44Dual Wield Specialization 3/3enhancement
45Unleashed Rage 1/5enhancementAttack power aura on crit, for you and your dungeon group.
46Unleashed Rage 2/5enhancement
47Unleashed Rage 3/5enhancement
48Unleashed Rage 4/5enhancement
49Unleashed Rage 5/5enhancement
50Shamanistic Rage 1/1enhancementLevel 50. Attacks restore mana on demand; downtime is over.
51Concussion 1/5elemental+10% shock damage. Elemental row 2 opens.
52Concussion 2/5elemental
53Concussion 3/5elemental
54Concussion 4/5elemental
55Concussion 5/5elemental
56Call of Flame 1/3elementalSearing and Fire Nova totems hit harder.
57Call of Flame 2/3elemental
58Call of Flame 3/3elemental
59Convection 1/5elementalCheaper shocks; filler toward Elemental row 3.
60Convection 2/5elemental
61Elemental Focus 1/1elementalClearcasting: free shocks.
62Reverberation 1/5elementalShock cooldown down by 1 second. More Earth Shocks.
63Reverberation 2/5elemental
64Reverberation 3/5elemental
65Reverberation 4/5elemental
66Reverberation 5/5elemental
67Convection 3/5elementalNothing down here is make-or-break; cheaper shocks it is.
68Convection 4/5elemental
69Convection 5/5elemental
70Elemental Warding 1/3elementalLast point. Any filler works.

One correction to the common write-ups: Dual Wield Specialization is three ranks in TBC (2, 4 and 6% hit), not five. Guides that list it 5/5 are reading the Wrath tree. Taking the three real ranks moves Unleashed Rage and Shamanistic Rage two levels earlier, so Shamanistic Rage lands at 50 rather than 52, and leaves two more points for Elemental at the end.

The Elemental tail (levels 51 to 70) is deliberately loose. Concussion, Call of Flame, Elemental Focus and Reverberation are the ones that matter for an Enhancement shaman; the rest is filler and nothing down there is make-or-break.

How the class plays while leveling

The four totem items

Earth, Fire, Water and Air totems are permanent reagents that live in your bags forever. Banking one makes that element uncastable. Four bag slots, ever; the shaman tax. Earth comes at 4, Fire at 10, Water at 20 (the long chain), Air at 30 (mercifully short).

Totems while leveling

Per-pull decisions, not a fixed rotation. They cost mana and they do not follow you.

  • Solo default: Strength of Earth, Searing on fights over 15 seconds or anything elite or multi-pulled, and Mana Spring once you have it. Air: nothing. Windfury Totem does not stack with your own Windfury imbue.
  • Lifesavers to keybind: Tremor (fear; raid-mandatory forever), Grounding (eats one enemy spell), Stoneclaw (emergency taunt, then Ghost Wolf out), Earthbind (escape), Poison and Disease Cleansing (Wailing Caverns, Barrens wildlife).
  • Healing dungeons: Strength of Earth for the melee (Tremor reactively on fear fights), Mana Spring by default or Healing Stream into steady raid-wide damage, and Windfury Totem whenever there is melee in the group. This is why groups love you.

Nothing drops them all at once in TBC (Call of the Elements is Wrath), so macro it. One press per totem, in order; the sequence resets six seconds after the last press:

/castsequence reset=6 Strength of Earth Totem, Mana Spring Totem, Windfury Totem, Searing Totem

And a recall macro, so leaving totems behind refunds some mana instead of wasting it when the group moves:

/cast Totemic Call

Healing while leveling (the off-set)

Any spec heals the dungeons from Ragefire Chasm through Scarlet Monastery. What matters:

  • Carry a caster set. Intellect first, then +healing or spell damage pieces, then Spirit. A caster staff with a big mana pool beats a small +healing item at this level. From 40, prefer a caster one-hander and shield over a staff when one turns up: survivability, and shields carry Intellect.
  • Downrank. Low-rank Healing Wave is your bread-and-butter tank heal, hugely mana efficient. Max-rank Healing Wave when someone is dropping and you have the three seconds. Lesser Healing Wave is the emergency button, not the default; it is the fast heal, not the efficient one.
  • From 40, Chain Heal, and the downranking logic applies double. Low-rank Chain Heal patching cleave damage on the melee is one of the most mana-efficient casts in the game. The habit you build here is the level-70 raid job.

Keep the off-set current every five levels or so. The pieces are cheap on the auction house and the groups are not.

Train every new spell rank the moment you can afford it; an old rank of your main nuke is the most common reason a level feels slow. Keep your bags clear of vendor trash before leaving town, and pick up every flight path you pass; the map is the biggest time-saver in the game.

Gear and stat priority

Leveling set (Enhancement): weapon DPS and speed, then Strength and attack power, then Agility (crit), then Stamina, then Intellect. Leather until 40, mail from 40; do not pass up a good leather piece in your 40s because it is the wrong armor class.

Healing set, while leveling: Intellect, then +healing (rare before Outland; take it when it appears), then Spirit, then Stamina.

Enhancement at 70: hit to the dual-wield cap first, then attack power, then crit, then haste and Agility. Slow weapons still rule, and a 2.6-plus mainhand is non-negotiable for Windfury.

Zones and dungeons by bracket

Quest levels by zone, Horde side. A zone is comfortable when your level sits inside its range; move on when the quests turn green.

LevelsZonesDungeons
1 to 10Durotar, Mulgore, Tirisfal Glades, Eversong Woods
10 to 20The Barrens, Silverpine Forest, GhostlandsRagefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23)
20 to 30Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38)
30 to 40Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of SorrowsScarlet Monastery (34 to 45), Razorfen Downs (37 to 46)
40 to 50Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55)
50 to 60Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, SilithusSunken Temple (50 to 60), Blackrock Depths (52 to 60), Lower Blackrock Spire, Dire Maul (55 to 60), Stratholme and Scholomance (58 to 60)
58 to 63Hellfire PeninsulaHellfire Ramparts (60 to 62), Blood Furnace (61 to 63)
60 to 64ZangarmarshSlave Pens (62 to 64), Underbog (63 to 65)
62 to 67Terokkar Forest, NagrandMana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68)
65 to 70Blade's Edge Mountains, Netherstorm, Shadowmoon ValleySethekk Halls (67 to 69), then the level 70 dungeons: Steamvault, Shadow Labyrinth, Shattered Halls, Mechanar, Botanica, Arcatraz, Black Morass

Dungeon ranges are the levels the quests and drops are tuned for; you can enter earlier with a group that knows the place. In Outland, every dungeon has a heroic mode at 70 that needs a key from the matching reputation at Honored.

Why these professions

You have not picked professions yet, so this section is the advice on which to take; pick them in the character card and it becomes the route.

The two questions. Do you want the profession to make you stronger at 70, or to make gold on the way? The crafting professions with a bind-on-pickup payoff (Tailoring's cloth sets for casters, Leatherworking's sets for mail and leather wearers, Blacksmithing's Armorsmith and Weaponsmith lines for plate, Jewelcrafting's trinkets, Engineering's goggles, Alchemy's flask that lasts through death) make you stronger and cost gold to level. The gathering professions (Mining, Herbalism, Skinning) make gold and cost nothing but detours. The usual answer is one of each: the crafter your damage gear wants, and the gatherer that feeds it.

For damage: the crafting profession that makes your armor class's set (Tailoring for cloth, Leatherworking for leather and mail, Blacksmithing for plate), paired with the gatherer that feeds it (Tailoring with Enchanting or a gatherer for gold, Leatherworking with Skinning, Blacksmithing with Mining). Engineering with Mining is the universal second choice for the goggles and the gadgets.

Leveling a profession costs the least when you do it while you level the character; every zone's nodes and drops are the ones the route wants at that skill. Pick early.

Your endgame build

17/44/0. The Enhancement build WoWSims ships as its "Ele Sub" preset: Enhancement to Shamanistic Rage, with Reverberation and Improved Fire Totems from Elemental. The Enhancement leveling tree is most of this already; the respec is the Restoration and Elemental fillers moving.

Enhancement 17/44/0 | 61 points

LevelTalentTreeWhy
10Ancestral Knowledge 1/5enhancement+5% mana. Shocks and Earth Shield recasts need it.
11Ancestral Knowledge 2/5enhancement
12Ancestral Knowledge 3/5enhancement
13Ancestral Knowledge 4/5enhancement
14Ancestral Knowledge 5/5enhancement
15Thundering Strikes 1/5enhancement+5% melee crit.
16Thundering Strikes 2/5enhancement
17Thundering Strikes 3/5enhancement
18Thundering Strikes 4/5enhancement
19Thundering Strikes 5/5enhancement
20Guardian Totems 1/2enhancementGrounding Totem on a shorter cooldown and the Stoneskin totems stronger. Two ranks for the row.
21Guardian Totems 2/2enhancement
22Enhancing Totems 1/2enhancementStrength of Earth and Grace of Air give 15% more. Your totems are a quarter of the melee group's stats.
23Enhancing Totems 2/2enhancement
24Shamanistic Focus 1/1enhancementAfter a melee crit, your next Shock costs 60% less.
25Flurry 1/5enhancement+30% attack speed for three swings after a crit. The spec.
26Flurry 2/5enhancement
27Flurry 3/5enhancement
28Flurry 4/5enhancement
29Flurry 5/5enhancement
30Improved Weapon Totems 1/2enhancementWindfury Totem gives 10% more. One rank, for the row and for the melee.
31Spirit Weapons 1/1enhancementYou can parry, and your melee threat is 30% lower.
32Elemental Weapons 1/3enhancementWindfury Weapon gives 40% more attack power and Flametongue and Frostbrand hit harder. Windfury is your weapon.
33Elemental Weapons 2/3enhancement
34Elemental Weapons 3/3enhancement
35Mental Quickness 1/3enhancementInstant spells cost 6% less and 30% of your attack power becomes spell damage and healing. Shocks scale with your attack power because of this.
36Mental Quickness 2/3enhancement
37Mental Quickness 3/3enhancement
38Weapon Mastery 1/5enhancement+10% weapon damage.
39Weapon Mastery 2/5enhancement
40Weapon Mastery 3/5enhancement
41Weapon Mastery 4/5enhancement
42Weapon Mastery 5/5enhancement
43Dual Wield 1/1enhancementTwo weapons. Two slow weapons with Windfury on the main hand.
44Dual Wield Specialization 1/3enhancement+6% hit while dual wielding. Your off-hand misses a lot; this is the first of your hit.
45Dual Wield Specialization 2/3enhancement
46Dual Wield Specialization 3/3enhancement
47Stormstrike 1/1enhancementBoth weapons at once and the target takes 20% more nature damage from your next two nature spells. The button, every 10 seconds.
48Unleashed Rage 1/5enhancementYour melee crits give your party +10% attack power for 10 seconds. With Thundering Strikes it is nearly always up, and it is why the melee group wants you.
49Unleashed Rage 2/5enhancement
50Unleashed Rage 3/5enhancement
51Unleashed Rage 4/5enhancement
52Unleashed Rage 5/5enhancement
53Shamanistic Rage 1/1enhancementYour melee hits return mana for 15 seconds and you take 30% less damage, every two minutes. The mana that keeps the Shocks going.
54Concussion 1/5elemental+5% Shock damage.
55Concussion 2/5elemental
56Concussion 3/5elemental
57Concussion 4/5elemental
58Concussion 5/5elemental
59Convection 1/5elementalTwo ranks for the row: 4% cheaper Shocks.
60Convection 2/5elemental
61Call of Flame 1/3elemental+15% Searing Totem damage; your fire totem is up all fight.
62Call of Flame 2/3elemental
63Call of Flame 3/3elemental
64Reverberation 1/5elementalShock cooldown 5 seconds instead of 6. One more Earth Shock per minute, and the reason the Elemental side goes to row 3.
65Reverberation 2/5elemental
66Reverberation 3/5elemental
67Reverberation 4/5elemental
68Reverberation 5/5elemental
69Improved Fire Totems 1/2elementalThe last two points: Fire Nova fires faster and Magma Totem costs less. Trash.
70Improved Fire Totems 2/2elemental

The core is Ancestral Knowledge, Thundering Strikes, Shamanistic Focus, Flurry, Spirit Weapons, Elemental Weapons, Mental Quickness, Weapon Mastery, Dual Wield, Dual Wield Specialization, Stormstrike, Unleashed Rage and Shamanistic Rage, with Concussion and Reverberation from Elemental. The flexible points are Guardian Totems and Enhancing Totems (four points for the group's totems; Improved Ghost Wolf is the alternative and does nothing in a raid), Improved Weapon Totems (one rank; two if the raid's melee group has no other Shaman), and the Elemental side, where the "Resto Sub" variant (2/45/14) takes Totemic Focus and Nature's Guidance for hit in place of Reverberation and Call of Flame; the sim for your gear decides, and the difference is small.

Raid job description: Windfury Weapon on both weapons (or Windfury main hand and Flametongue off-hand on fights where Windfury Totem is already up from another Shaman), Strength of Earth, Windfury Totem, Grace of Air and Mana Spring as the group asks, and Bloodlust or Heroism on the raid leader's call. Then Stormstrike on cooldown, Earth Shock when Stormstrike's debuff is up and the Shock is off cooldown, Flame Shock if Earth Shock is not, and white swings with Windfury doing the rest; Shamanistic Rage when you drop under half mana. Unleashed Rage's +10% attack power for the group is on nearly all the time with Thundering Strikes, which is why you stand with the melee. Totems are replaced when they die and when the raid moves. Stand behind the boss.

Weapons: two slow one-handers, as slow as you can find, because Windfury's extra attacks are a share of weapon damage and the proc has a cooldown that fast weapons waste. The slow off-hand matters nearly as much as the main hand for Dual Wield Specialization's hit and the second Windfury.

When to respec: from the leveling tree, barely; the Enhancement points are the same and the respec is the filler. About 50g at 70, or the dual-spec price on Anniversary realms if you want Restoration in the other slot.

Endgame prep. Start now

Pre-raid gearing: normal then heroic dungeon blues, the crafted set if you have it, and the Nagrand, Netherstorm and Shadowmoon quest rewards. Hit to the dual-wield cap first, and keep two slow weapons.

Start reputations before 70. Every Outland dungeon reputation reaches Honored from normal runs on the way up, and Honored is what buys the heroic key. Cenarion Expedition (Coilfang), Honor Hold or Thrallmar (Hellfire Citadel), Lower City (Auchindoun), the Sha'tar (Tempest Keep) and Keepers of Time (Caverns of Time) each gate a heroic; run the normal versions while they are your level and the keys are waiting when you arrive.

Pre-raid gear is dungeon blues, reputation rewards and crafted pieces. Heroics drop the best of it and pay Badges of Justice for the rest. Quest blues from Nagrand, Netherstorm and Shadowmoon Valley fill the gaps; do not skip the last three zones' quest lines on the way to 70, they are the fastest gearing there is.

The Karazhan attunement (the Master's Key chain through Shadow Labyrinth, Steamvault and Old Hillsbrad, ending in the Black Morass) is the first raid gate on the Anniversary realms; start it the week you hit 70 because it takes a group for every step.

Respec plan

Anniversary realms have Dual Talent Specialization, added to the 20th Anniversary realms in December 2024 and carried into TBC Anniversary. That changes the plan: instead of one respec at 70, buy dual spec as soon as you can afford it and level in the leveling spec while carrying your endgame build in the second slot. You can heal or DPS dungeons in the "real" spec from the mid-levels without paying a respec each time.

Sources disagree on the exact price on TBC Anniversary realms (the Classic-era unlock was 50g at level 40; secondary sources quote higher figures for TBC), so check the trainer in game before you budget for it.

UI and addons

A lighter stack than a caster needs.

  • TotemTimers: duration and range bars per totem plus flyout swap buttons. The one addon that is specifically for shamans.
  • Healing frames: Grid with Clique, or Healbot. Click-to-heal on raid frames is the resto equivalent of a warlock's WeakAuras investment. Set it up while dungeon-healing in your 40s, not on your first raid night.
  • WeakAuras: Water Shield or Lightning Shield missing, Earth Shield charges on the tank, Nature's Swiftness, Mana Tide and Bloodlust cooldowns, and weapon imbue missing (the classic shaman embarrassment).
  • Macros: the /castsequence totem drop and /cast Totemic Call recall from the basics section.
  • One boss-mod addon, DBM or BigWigs, not both.

The addons that pay for themselves on any class: a quest helper (Questie) so you stop reading quest text for coordinates; a bag addon (Bagnon or similar) so you can see what you are carrying; a boss mod (Deadly Boss Mods or BigWigs, never both) the day you start dungeons; and WeakAuras once you have a cooldown or buff you keep forgetting. Bind every ability you use in a fight to a key before you hit 20; clicking is the single biggest thing that makes a character feel weak.

Checklist

Ticks are remembered in this browser for this class and spec.

Now

40 to 70

At 70

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