TBC Anniversary realms
Enhancement Shaman leveling guide
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
- 1You are here
- 4Earth totemThe Call of Earth quest gives Stoneskin Totem. The totem item lives in your bags forever.
- 10Fire totem and your first talent pointCall of Fire is a real chain; do it the day you hit 10. Ancestral Knowledge 1/5.
- 20Ghost WolfTravel form. Improved Ghost Wolf makes it instant.
- 20Call of WaterThe long one. Start it at 20, finish it when you can; Healing Stream and Mana Spring come out of it.
- 26Mana Spring TotemYour default water totem from here on.
- 30Air totem, Windfury Weapon, Grounding TotemThe air quest is short. Windfury turns slow weapons from nice into the whole point.
- 40Dual Wield, mail armor, Chain HealThe big ding. Two slow one-handers, Windfury on the mainhand.
- 41Stormstrike
- 50Shamanistic RageAttacks restore mana on demand; downtime effectively ends.
- 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
Enhancement 0
Restoration 0
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
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Ancestral Knowledge 1/5 | enhancement | +5% max mana; you shock-cast constantly. These five survive into the Resto raid build. |
| 11 | Ancestral Knowledge 2/5 | enhancement | |
| 12 | Ancestral Knowledge 3/5 | enhancement | |
| 13 | Ancestral Knowledge 4/5 | enhancement | |
| 14 | Ancestral Knowledge 5/5 | enhancement | |
| 15 | Thundering Strikes 1/5 | enhancement | +5% melee crit. Row 3 opens at 10. |
| 16 | Thundering Strikes 2/5 | enhancement | |
| 17 | Thundering Strikes 3/5 | enhancement | |
| 18 | Thundering Strikes 4/5 | enhancement | |
| 19 | Thundering Strikes 5/5 | enhancement | |
| 20 | Shamanistic Focus 1/1 | enhancement | Melee crits make your next Shock cost 60% less. Your mana sustain. |
| 21 | Improved Ghost Wolf 1/2 | enhancement | Instant wolf. Biggest quality-of-life talent in the tree. |
| 22 | Improved Ghost Wolf 2/2 | enhancement | |
| 23 | Anticipation 1/5 | enhancement | Gate filler; row 4 opens at 15. |
| 24 | Anticipation 2/5 | enhancement | |
| 25 | Flurry 1/5 | enhancement | 30% attack speed after crits. Where the spec starts to feel great. |
| 26 | Flurry 2/5 | enhancement | |
| 27 | Flurry 3/5 | enhancement | |
| 28 | Flurry 4/5 | enhancement | |
| 29 | Flurry 5/5 | enhancement | |
| 30 | Spirit Weapons 1/1 | enhancement | Parry. You face-tank everything you fight. |
| 31 | Elemental Weapons 1/3 | enhancement | Buffs the Windfury and Rockbiter imbues directly. |
| 32 | Elemental Weapons 2/3 | enhancement | |
| 33 | Elemental Weapons 3/3 | enhancement | |
| 34 | Anticipation 3/5 | enhancement | Gate filler; row 6 opens at 25. |
| 35 | Weapon Mastery 1/5 | enhancement | Flat +10% weapon damage. Row 7 opens at 30. |
| 36 | Weapon Mastery 2/5 | enhancement | |
| 37 | Weapon Mastery 3/5 | enhancement | |
| 38 | Weapon Mastery 4/5 | enhancement | |
| 39 | Weapon Mastery 5/5 | enhancement | |
| 40 | Dual Wield 1/1 | enhancement | Level 40. The power spike of the entire run. |
| 41 | Stormstrike 1/1 | enhancement | Your signature attack. |
| 42 | Dual Wield Specialization 1/3 | enhancement | +6% hit to fix dual-wield misses. Three ranks in TBC, not five. |
| 43 | Dual Wield Specialization 2/3 | enhancement | |
| 44 | Dual Wield Specialization 3/3 | enhancement | |
| 45 | Unleashed Rage 1/5 | enhancement | Attack power aura on crit, for you and your dungeon group. |
| 46 | Unleashed Rage 2/5 | enhancement | |
| 47 | Unleashed Rage 3/5 | enhancement | |
| 48 | Unleashed Rage 4/5 | enhancement | |
| 49 | Unleashed Rage 5/5 | enhancement | |
| 50 | Shamanistic Rage 1/1 | enhancement | Level 50. Attacks restore mana on demand; downtime is over. |
| 51 | Concussion 1/5 | elemental | +10% shock damage. Elemental row 2 opens. |
| 52 | Concussion 2/5 | elemental | |
| 53 | Concussion 3/5 | elemental | |
| 54 | Concussion 4/5 | elemental | |
| 55 | Concussion 5/5 | elemental | |
| 56 | Call of Flame 1/3 | elemental | Searing and Fire Nova totems hit harder. |
| 57 | Call of Flame 2/3 | elemental | |
| 58 | Call of Flame 3/3 | elemental | |
| 59 | Convection 1/5 | elemental | Cheaper shocks; filler toward Elemental row 3. |
| 60 | Convection 2/5 | elemental | |
| 61 | Elemental Focus 1/1 | elemental | Clearcasting: free shocks. |
| 62 | Reverberation 1/5 | elemental | Shock cooldown down by 1 second. More Earth Shocks. |
| 63 | Reverberation 2/5 | elemental | |
| 64 | Reverberation 3/5 | elemental | |
| 65 | Reverberation 4/5 | elemental | |
| 66 | Reverberation 5/5 | elemental | |
| 67 | Convection 3/5 | elemental | Nothing down here is make-or-break; cheaper shocks it is. |
| 68 | Convection 4/5 | elemental | |
| 69 | Convection 5/5 | elemental | |
| 70 | Elemental Warding 1/3 | elemental | Last 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.
| Levels | Zones | Dungeons |
|---|---|---|
| 1 to 10 | Durotar, Mulgore, Tirisfal Glades, Eversong Woods | |
| 10 to 20 | The Barrens, Silverpine Forest, Ghostlands | Ragefire Chasm (13 to 18), Wailing Caverns (17 to 24), Deadmines (18 to 23) |
| 20 to 30 | Stonetalon Mountains, Ashenvale, Hillsbrad Foothills, Thousand Needles from 25 | Shadowfang Keep (22 to 30), Blackfathom Deeps (24 to 32), Razorfen Kraul (29 to 38) |
| 30 to 40 | Desolace, Arathi Highlands, Stranglethorn Vale, Dustwallow Marsh, Badlands, Swamp of Sorrows | Scarlet Monastery (34 to 45), Razorfen Downs (37 to 46) |
| 40 to 50 | Hinterlands, Tanaris, Feralas, Searing Gorge, Un'Goro Crater from 48 | Uldaman (41 to 51), Zul'Farrak (44 to 54), Maraudon (46 to 55) |
| 50 to 60 | Felwood, Burning Steppes, Western and Eastern Plaguelands, Winterspring, Silithus | Sunken 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 63 | Hellfire Peninsula | Hellfire Ramparts (60 to 62), Blood Furnace (61 to 63) |
| 60 to 64 | Zangarmarsh | Slave Pens (62 to 64), Underbog (63 to 65) |
| 62 to 67 | Terokkar Forest, Nagrand | Mana-Tombs (64 to 66), Auchenai Crypts (65 to 67), Old Hillsbrad (66 to 68) |
| 65 to 70 | Blade's Edge Mountains, Netherstorm, Shadowmoon Valley | Sethekk 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
| Level | Talent | Tree | Why |
|---|---|---|---|
| 10 | Ancestral Knowledge 1/5 | enhancement | +5% mana. Shocks and Earth Shield recasts need it. |
| 11 | Ancestral Knowledge 2/5 | enhancement | |
| 12 | Ancestral Knowledge 3/5 | enhancement | |
| 13 | Ancestral Knowledge 4/5 | enhancement | |
| 14 | Ancestral Knowledge 5/5 | enhancement | |
| 15 | Thundering Strikes 1/5 | enhancement | +5% melee crit. |
| 16 | Thundering Strikes 2/5 | enhancement | |
| 17 | Thundering Strikes 3/5 | enhancement | |
| 18 | Thundering Strikes 4/5 | enhancement | |
| 19 | Thundering Strikes 5/5 | enhancement | |
| 20 | Guardian Totems 1/2 | enhancement | Grounding Totem on a shorter cooldown and the Stoneskin totems stronger. Two ranks for the row. |
| 21 | Guardian Totems 2/2 | enhancement | |
| 22 | Enhancing Totems 1/2 | enhancement | Strength of Earth and Grace of Air give 15% more. Your totems are a quarter of the melee group's stats. |
| 23 | Enhancing Totems 2/2 | enhancement | |
| 24 | Shamanistic Focus 1/1 | enhancement | After a melee crit, your next Shock costs 60% less. |
| 25 | Flurry 1/5 | enhancement | +30% attack speed for three swings after a crit. The spec. |
| 26 | Flurry 2/5 | enhancement | |
| 27 | Flurry 3/5 | enhancement | |
| 28 | Flurry 4/5 | enhancement | |
| 29 | Flurry 5/5 | enhancement | |
| 30 | Improved Weapon Totems 1/2 | enhancement | Windfury Totem gives 10% more. One rank, for the row and for the melee. |
| 31 | Spirit Weapons 1/1 | enhancement | You can parry, and your melee threat is 30% lower. |
| 32 | Elemental Weapons 1/3 | enhancement | Windfury Weapon gives 40% more attack power and Flametongue and Frostbrand hit harder. Windfury is your weapon. |
| 33 | Elemental Weapons 2/3 | enhancement | |
| 34 | Elemental Weapons 3/3 | enhancement | |
| 35 | Mental Quickness 1/3 | enhancement | Instant spells cost 6% less and 30% of your attack power becomes spell damage and healing. Shocks scale with your attack power because of this. |
| 36 | Mental Quickness 2/3 | enhancement | |
| 37 | Mental Quickness 3/3 | enhancement | |
| 38 | Weapon Mastery 1/5 | enhancement | +10% weapon damage. |
| 39 | Weapon Mastery 2/5 | enhancement | |
| 40 | Weapon Mastery 3/5 | enhancement | |
| 41 | Weapon Mastery 4/5 | enhancement | |
| 42 | Weapon Mastery 5/5 | enhancement | |
| 43 | Dual Wield 1/1 | enhancement | Two weapons. Two slow weapons with Windfury on the main hand. |
| 44 | Dual Wield Specialization 1/3 | enhancement | +6% hit while dual wielding. Your off-hand misses a lot; this is the first of your hit. |
| 45 | Dual Wield Specialization 2/3 | enhancement | |
| 46 | Dual Wield Specialization 3/3 | enhancement | |
| 47 | Stormstrike 1/1 | enhancement | Both weapons at once and the target takes 20% more nature damage from your next two nature spells. The button, every 10 seconds. |
| 48 | Unleashed Rage 1/5 | enhancement | Your 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. |
| 49 | Unleashed Rage 2/5 | enhancement | |
| 50 | Unleashed Rage 3/5 | enhancement | |
| 51 | Unleashed Rage 4/5 | enhancement | |
| 52 | Unleashed Rage 5/5 | enhancement | |
| 53 | Shamanistic Rage 1/1 | enhancement | Your melee hits return mana for 15 seconds and you take 30% less damage, every two minutes. The mana that keeps the Shocks going. |
| 54 | Concussion 1/5 | elemental | +5% Shock damage. |
| 55 | Concussion 2/5 | elemental | |
| 56 | Concussion 3/5 | elemental | |
| 57 | Concussion 4/5 | elemental | |
| 58 | Concussion 5/5 | elemental | |
| 59 | Convection 1/5 | elemental | Two ranks for the row: 4% cheaper Shocks. |
| 60 | Convection 2/5 | elemental | |
| 61 | Call of Flame 1/3 | elemental | +15% Searing Totem damage; your fire totem is up all fight. |
| 62 | Call of Flame 2/3 | elemental | |
| 63 | Call of Flame 3/3 | elemental | |
| 64 | Reverberation 1/5 | elemental | Shock cooldown 5 seconds instead of 6. One more Earth Shock per minute, and the reason the Elemental side goes to row 3. |
| 65 | Reverberation 2/5 | elemental | |
| 66 | Reverberation 3/5 | elemental | |
| 67 | Reverberation 4/5 | elemental | |
| 68 | Reverberation 5/5 | elemental | |
| 69 | Improved Fire Totems 1/2 | elemental | The last two points: Fire Nova fires faster and Magma Totem costs less. Trash. |
| 70 | Improved Fire Totems 2/2 | elemental |
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
/castsequencetotem drop and/cast Totemic Callrecall 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