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    Thread: Restoration Shaman in Cataclysm

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    Keyboard Turner

    Join Date Nov 2010

    Posts 8

    2010-12-22 12:37 PM

    Restoration Shaman in Cataclysm

    Hello! This is my revised and re-written guide to Restoration Shamans, originally from before patch 4.0. It has a

    slight focus on someone new to Restoration, but it is intended to be useful for extra tricks or scaling numbers ortalent-ideas for everyone, new & seasoned.

    One caveat right at the start: I will not talk about actual numbers much (meaning stat-weights, HPS-

    throughputs, such stuff), as I think the Cataclysm-balance is still too young and too shaky to talk about specific

    per-number instead of per-design considerations. We'll see how it evolves over the first handful of patches I say,

    and in the meantime it's just easier to focus on the concepts behind various talents, stats and their impact onyour gameplay. That, and it's easier to read for someone genuinely new to it all.

    #1

    Carighan

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    Contents1. Why a Resto Shaman?

    2. My tools

    3. Talents4. Glyphs

    5. Item Stats

    6. Lost synergy7. Healing Roles & Handling (not yet written, sorry)

    1. Why a Resto Shaman?

    A very common question on any healer forum is which class someone should choose for their new healer. In

    many situations however, certain healer-abilities excel more than others so it is virtually impossible to say whichis best suited "in general". Plus in Cataclysm the general setup of heals is being made more similar, so any non-

    healing or utility-healing abilities are much more defining than they were before.

    So if I had to sum up why you want to play a Resto Shaman, I'd tell you this:

    You get a ton of utility. Totems can provide 7 raid-buffs, you can snare, you can interrupt, you can

    Thunderclap single targets, you can AE snare, you can purge, you provide Heroism and you can self-

    ressurect. Your dispel heals with a talent. This is fairly unique among the healers - Priests have a glyph for a similar

    effect but it only affects their magic-dispel and it isn't quite the same power.

    With Ancestral Swiftness in Enhancement, you enjoy a passive +15% runspeed and can instantly morph

    into wolf-form to avoid AEs or get away from other players faster. You provide an entire group of players with an important mana-regeneration boost via Mana Tide Totem.

    Your heals are extremely well-rounded. You get strong single-target heals with a further strong lifesaving

    component from your Mastery (you heal more the lower a target's health is), you got an efficient spammableChain Heal and you can drop Healing Rain for more wide-spread group healing. As long as you're healingsingle targets or clustered groups you'll feel right at home!

    2. My tools

    So assuming you decided you want to join the ranks of Awesome Healing (tm), what do you actually have to

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    make that happen?

    Costs all include 3/3 Tidal Focus, so you'd have to add ~6,5% to all manacosts if you were to not have it. That

    being said you want Tidal Focus, so it makes sense to include it's cost-reduction.

    Healing Wave (HW)

    1981 mana - scales with ~30,5% of your Spellpower.

    This heal is your bread&butter spell. Small, cheap as dirt, you can spam this all day long. Do exactly thatwhenever you got nothing else you need to cast, fill up with Healing Wave

    Greater Healing Wave (GHW)6607 mana - scales with ~80,5% of your Spellpower.

    As slow as Healing Wave but much much costlier and more powerful, this is the heal of choice when a single

    person has taken a whole lot of beating and needs to be healed up.

    Generally reserved for tank-healing purposes, if spammed with the benefits of Tidal Waves the raw healingoutput becomes scary.

    Healing Surge (HS, although some still call it LHW from it's old name, Lesser Healing Wave)

    5946 mana - scales with ~60,5% of your Spellpower.

    Pricey, somewhere between Healing Wave and Greater Healing Wave and damn fast, this is the heal you want to

    use whenever someone took unexpected damage and can be expected to take damage again in the near time(so healing up with the slow Healing Wave is just not an option).

    Earth Shield (ES)

    4183 mana - each heal it produces scales with 15,2% of Spellpower

    The signature spell of your Resto line-up, it helps smooth out damage on a single target and increases yourhealing on it by 15% via a talent. Always use it on someone, ideally a tank. Always use it!

    Riptide (RT)

    2202 mana - direct heal scales with 23,4% of Spellpower, HoT with 7,5% per tick.Your 31 point talent. Solid heal with a HoT part, it procs Tidal Waves and synergizes with Chain Heal, making it

    an extremely potent ability. As it's really cheap, you can rather carelessly use it on whoever has taken some

    damage. In fights where you need Chain Heal usage, keep it's synergy in mind so you don't end up accidentially

    eating all your Riptide effects.

    Chain Heal (CH)

    3744 mana - first heal scales with 32% of Spellpower.Loses 30% of it's healing every jump, jumps 3 times.

    Your answer when a group of clustered characters take damage, this spell is highly efficient if it gets to jumparound. It requires a good feel for where to aim it, as it's jumping range from char to char is limited to ~12y.

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    probably work awesome in some specific encounters where there's a lot of lull alternating with some really brutalhealing, but in average situations they're too specialized.

    4. Glyphs

    Prime glyphs are easy, there's no choice involved here. You want Riptide, Earth Shield and Earthliving, and

    only in really really bad cases of mana-troubles you'd want to exchange the Riptide glyph for the Water Shieldone.

    Major glyphs are tougher. Most of them add utility or interesting semi-healing effects, so the choice is largelypersonal. Get them all and experiment with swapping them frequently, even per-encounter. For example in apurely physical fight the Glyph of Healing Stream Totem is wasted while in multi-element encounters with

    blanket AE damage it's probably the strongest one.

    Glyphs to consider (and experiment with) are: Chain Heal, Ghost Wolf (assuming you have Ancestral Swiftness),Healing Stream Totem, Healing Wave, Hex and Totemic Recall. For PvP Frost Shock and Stoneclaw Totem add to

    the pool of useful glyphs, while Totemic Recall is rarely of use there (totems get killed by other people, not

    yourself).

    Minor glyphs are entirely your choice. As nothing here is fight-critical there is no use investing much thought

    into which is better suited or not, pick whatever sounds cool to you. :)

    5. Item Stats

    This is rather tricky, as good data about Cataclysm is tough to come by. The general rules apply however so I'lldo this in a rather non-math fashion.

    IntellectThe stat which is never wrong. No matter how much better the raw output from Haste or Crit can be, or how

    much you like Mastery, Intellect-upgrades are never a bad thing.

    You gain 15 mana and 1 spellpower per 1 Int, and 1% spellcrit every 650 Int.

    SpiritOnly necessary as far as you need more mana. One often overlooked effect is that the more spirit you have the

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    If you want some fast&dirty&crude rule, use Haste (if close to 916) > Intellect ~= Crit* > Spirit > Haste, with

    Mastery being outside the system and Spirit having a minimum you need to satisfy first. There is also a very real

    background to getting swap-pieces (usually Crit vs Mastery) for slots to capitalize on fights which have everyone

    on high respectively low health a lot.* Crit: Crit has higher value if you are still hurting for mana and/or are unhappy with your Ancestral Fortitude

    uptime on tanks. Once you feel good about those, drop it lower.

    6. Lost Synergy

    The four effects Deep Healing (our Mastery), Focused Insight (the talent), Nature's Blessing (the talent) andUnleash Life (the baseline ability) sound as if they affect whatever you do, especially at first glance. Some

    specifically mention direct heals, some don't, but all in all especially if you are a newcomer you could think that

    if you cast Unleash Life your next healing spell will heal for more.

    Intentional or not, this is not the case!

    Specifically, each of them only works for a certain amount of things:

    Healing Wave, Healing Surge and Greater Healing Wave are always affected.

    Deep Healing does not affect:- Riptide's Heal-over-Time effect

    - Earth Shield

    - Earthliving Weapon procs Focused Insight does not affect:

    - Riptide's Heal-over-Time effect

    - Earth Shield

    - Earthliving Weapon procs- Healing Rain

    Unleash Life fails to affect:- Earth Shield

    - Earthliving Weapon procs- Healing Rain

    Earth Shield's +15% buff with Nature's Blessing doesn't bless:

    - Earth Shield (hrm... that'd be funky, anyways ;) )- Earthliving Weapon procs

    - Healing Rain

    - It affects Riptide HoT, but it only checks the moment it's cast, so retroactively casting ES on a target the

    HoT is running on does nothing for you

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    (excuse the weird formatting, the forum code bugs out a bit here)

    Some of those are rather intuitive, some aren't. Hope it helps you a bit with judging stats and talents. Mind you

    that none of these make any of the effects inherently weak. The most important thing to take away from this isthis:

    Mastery affects Healing Rain! Despite what 90% will tell you, it does. Drop yourself to 5% HP, cast it while no

    one else is around to stand in it, check.

    7. Healing Roles & HandlingThere are generally 4 different roles you can find yourself in as a healer: You can be the sole healer, such as in a

    5man, you could be a tank healer, you could be a raid healer, or you could be a specialized healer.

    I'll go over them one after the other in that order, as most of us run into the biggest problems as the sole healer

    of a heroic 5man team at lvl85.

    There is also the role of a PvP Healer, but lacking sufficient Cataclysm PvP exposure I don't think I can talk much

    about it's pitfalls. In general concept it's not unlike being the Sole Healer, just that predicting the flow of the

    fight becomes rather complicated.

    Sole Healer

    For simplicity's sake I'll assume this means a 5man and not a specialized raidfight where the healers can only

    heal one at a time.

    As the sole healer, you obviously need to have everything covered. As you'll usually lack full raidbuffs, and/ormight have other obligations like Binding Elementals or interrupting, this requires some heavy triage.

    The first really important thing is: Stay cool. People don't need full health, not even the tank. You want to

    (eventually) top the tank back off, but the rest of the group will be fine with Healing Stream Totem (which cantick for 1100+ easily now, so don't underestimate it).

    The second big problem follows directly from it: You cannot safe a group which does not want to safe itself. This

    is tricky, and can net you negative comments if the people who are taking needless damage also refuse toaccept it's their fault. But they have to do it themselves. DPS especially is responsible for their own HP!. Heal

    them back up with Riptide / Healing Stream Totem, but unless there's a fight-mechanic involving heavy bursted

    AE damage, you're not there to make them survive. They got Blink / Deterrence / Recuperate, let them use it.

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    healing reflexively then you are free to cover the tank with HW + RT + ES and save tons and tons of mana.Good examples are bosses which pump out heavy tankdamage on very slow swingtimers (Chimaeron comes to

    mind). This is mostly practice, but try to play conservatively whenever you get away with it, this gives you

    practice.

    Raid Healer

    Raid Healing is potentially the simplest role to understand, but it's usually the toughest to pull off. We got fourbasic tools which except at raidhealing, those are Chain Heal, Healing Rain, Healing Surge and Riptide.

    Two things are important: Riptide and Chain Heal (if it bounces 3 times) are fairly efficient. Healing Rain andHealing Surge usually ain't.

    Healing Rain's strength is that you can do other stuff while it's running, Healing Surge OTOH is lightning-quick.

    This gives the following setup for covering raiddamage:Random but light damage? Riptide and Healing Wave.

    Random, fast, burst but rare damage? Healing Surge, ideally after Riptide so it crits.

    Light and spaced group damage? Let people stand together and CH.

    Light but steady group damage? Let people stand together and use Rain, then cover with Healing Wave.

    Heavy and bursted AE damage? Let people stand together, Rain while running into the stack (Swiftness or

    Spiritwalker's), then CH into the group on top of that.

    Mind you, options #2 and #5 run you out of mana really really fast.

    Specialized Healer

    This is basically everything else.

    There's a lot of fights which have healers in very specific roles. I can't really give you a good advise here, it

    depends entirely on the fight. If in doubt, communication is the key.Remember, when assigning healers, Shamans except at versatility (so basically we don't excel :P), but our big

    achilles heel is that both of our multi-heals need proximity. If there's a job of healing 3 people who stand at

    different ends of a room, that's sooooo not something we should do. :)

    Afterword

    I hope you enjoyed reading this guide, more importantly I hope it helps you decide whether to play aRestoration Shaman respectively helps you improve your setup and gameplay if you're struggling with that.

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    I apologize for any bad grammar or wrong choice of words, english is not my mother tongue. I also apologize forany bad formatting as this is the first time I post such an extensive post on these forums, and I had to adapt the

    formatting from the sticky I got on the official forums. Further, I wanted to actually use links to the mmo-

    champion database for the spells / talents, but it gives me an error message that I need to post a few times

    before I am allowed to link. Which makes sense, even though being links to the own database and on a forummeant for submission of guides, well, should probably be exempt. Anyway, if this gets unlocked in some way I'll

    re-edit the guide and add spell- and talent-links.

    Lastly, I dedicate this post to Healing Stream Totem - our silent and always unloved healing companion,

    quietly providing 500-550 HPS per person and saving tons of mana and groups everywhere. We know you're thereal hero of every heroic and raid!

    Last edited by Carighan; Yesterday at 06:08 PM. Reason: Correction about Haste, I apologize. I'll investigate some Haste-heavy setups

    once I find time, see how it plays.

    SQUEAK.--(The Death of Rats, Terry Pratchett, Soul Music)

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    Mechagnome

    Join Date Nov 2009

    Posts 609

    Yesterday 12:50 PM

    Very nice well rounded guide

    Elemental ShamanProtection Paladin

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    #2

    Volitar

    Field Marshal

    Join Date Jul 2008Posts 80

    Yesterday 12:53 PM

    hm. i WAS pretty sure FI affected the riptide hot... I'm no longer spec'd into it so I can't verify.

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    #3

    bonovoxpsu

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    The Patient

    Join Date Aug 2009Posts 334

    Yesterday 12:57 PM

    Very well written guide. I like how you go into detail of trying to give some insight into how to heal, not just how

    to gear, what spec to choose, and what stats are good. While I know you said you weren't focusing strongly on

    numbers, one part I did want to get some more info, or ask what your basis is, is your feelings on haste.

    Originally Posted by Carighan

    Haste

    Usually your strongest stat for raw throughput (by a fairly large margin even above Intellect), it heavilyincreases your output and reaction time, but also makes you burn mana faster. Still, rule of thumb is that

    stacking Haste gives you the largest healing benefit.

    ...

    If you want some fast&dirty&crude rule, use Haste > Intellect = Crit > Spirit, with Mastery being outside

    the system and Spirit having a minimum you need to satisfy first. There is also a very real background to

    getting swap-pieces (usually Crit vs Mastery) for slots to capitalize on fights which have everyone on high

    respectively low health a lot.

    Which is quite the opposite of what most other guides \ blogs are saying. One of the best being Vixsyn's Life in

    Group 5 blog, which just wrote an article about how badhaste has become for us, past the first extra HoT breakpoint (http://lifeingroup5.com/?p=1760). And like the article says, and goes into more detail, it comes down to

    horrible scaling. You can add 500 haste into your gear, and get hundreths of a second off your cast time. Not

    even tenths, hundredths. Which is just horrible scaling. Your "Haste > Intellect = Crit > Spirit" mantra soundslike what it was in ICC, but nowhere near what it should be at this point.

    Again, love the guide and the way it is written, just want some more of your opinion on something you said that

    differs from what everyone else is saying pretty much

    http://us.battle.net/wow/en/characte...simonzi/simple

    Originally Posted by Crokey

    You know you just wrote 7 paragraphs about some people you have never met, playing a computer game in a way you disagreewith?

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    #4

    Simonzi

    Yesterday 01:11 PM #5

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    Keyboard Turner

    Join Date Nov 2010Posts 8

    Hrm, that is interesting, and I need to go and investigate that. The numbers I based that on were indeed based

    on ICC, albeit with the new system (like the preface says the guide was originally for 4.0.1). The thing is that Idid not expect the scaling to 85 - which affects all ratings similarly - to dump Haste to the end for any but the

    obvious reason of lacking mana to utilize it.

    The numbers used in the blog you link are sound, but make me wonder to what end Crit and Mastery hold up toa similar evaluation. The loss of rating -> percentage is just as brutal for them. In fact Haste fares slightly better

    at 3,9x the amount needed for the same percentage versus Crit and Mastery at 4,0.

    Hence my logic - albeit I admit untested as I am currently trying to go down a Mastery-heavy Crit-supported

    route for testing how well this holds up in raids, since Mastery is so impossible evaluate on paper - was that

    Haste's raw healing-output contribution is unmatched. Whether that makes it a wanted stat is questionable with

    the current mana constraints, but it nontheless does what it does.

    You are right that I should definitely edit the "crude" rule, since that misleads people. Apologies. Haste-heavy

    was the setup I wanted to try after Mastery-heavy, but due to extremely constrained playtime I did not even

    finish that "project" yet.

    SQUEAK.

    --(The Death of Rats, Terry Pratchett, Soul Music)

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    Carighan

    BlademasterJoin Date Dec 2010Location BelgiumPosts 31

    Yesterday 01:12 PM

    Thanx for this very interesting guide...

    just started 3 days ago a shamy healer cause the guild need healers...

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    #6

    Gregwar

    Keyboard TurnerJoin Date Jan 2011

    Location RomaniaPosts 8

    Yesterday 01:14 PM

    good guide indeed, but all spell are x% of base mana, not an exact amount of mana, i guess he used his char forthis.

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    #7

    Aleksandru

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    Keyboard Turner

    Join Date Nov 2010Location Prescott Valley, AZPosts 3

    Yesterday 01:22 PM

    I'd have to disagee significantly with Haste being one of our best stats. Perhaps it may be again when mana is

    no longer an issue at all and we can spam heals without dropping below 75% regardless of how hard we try, but

    in current gear levels it's preferable to hit the breakpoints for our HOT's for the extra tic's and provides betterutility for ourselves if we go with Crit. Like the poster above me mentioned, Haste scales horribly at this point

    because even if we stack it to no end, we'll barely get to the second HOT breakpoint and we wont shave muchoff of our cast times.

    ************

    Haste Rating Needed for GCD softcap: 5491

    Haste Rating Values Needed for Extra Hot Ticks:Riptide(no glyph)1 extra tick: 610

    2 extra tick: 3051

    3 extra tick: 5418

    Riptide (glyphed)

    1 extra tick: 262

    2 extra tick: 20053 extra tick: 3748

    4 extra tick: 5418

    Healing Rain1 extra tick: 610

    2 extra tick: 3051

    3 extra tick: 5418

    Earth Living Weapon1 extra tick: 916

    2 extra tick: 39663 extra tick: 7016

    So to now hit the GCD cap like we did in WoTLK we effectively need almost 5x as much Haste, which is

    impossible at this point in gear level.

    Thanks goes to Jynus for me taking his Haste rating table. ^ ^

    Also, I think many raiding resto shaman would say Ancestral Resolve > Focused Insight. Damage Mitigation of

    #8Zerdroppin

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    any kind is a huge boon. Ancestral Swiftness... well, it's opinion, but the opinion again of most would be to takeit. We can use the change in Boot enchant and I can't stress how many times insta-ghost wolf has saved me.

    Last edited by Zerdroppin; Yesterday at 01:32 PM.

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    Field MarshalJoin Date Jul 2010

    Location Under your chair.Posts 72

    Yesterday 01:22 PM

    Yay! A Shaman Guide! I haven't read past the talents because I have to get to school, but so far I've actually

    learned a little bit from reading what you posted on the "My Tools" section, as I've only healed with my Shaman

    up to level 60. My only suggestion is that you include the cool downs of those spells in that section as well, it

    would be more useful for beginners... and me.

    Can't wait to read the rest of it when I get back home, it looks great.

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    #9

    The Little One

    Grunt

    Join Date Jun 2009Posts 16

    Yesterday 01:26 PM

    Compliments

    Awesome guide! If you don't mind, I'd like to add a couple of things I typed to fellow shamans in my Guild. I

    won't copy my entire post, but just tidbits from it that will compliment this post.

    1 - Understand when to conserve and when to blow: For the fortunate of us who've seen the fights so far in the

    raids of cata, you always have windows where you can breathe and regenerate mana. Making the effort to

    understand when we can spend 80% of our mana knowing that we can gain it all back will be of utmost

    importance.

    2 - Don't Re-HoT targets already with HoTs on them: Complete waste of mana and this is something that wetook lightly in WotLK. This applies greatly to Shamans and with a 21 second tick time of RipTide, recasting RT on

    the same target is a complete waste. You can at any given point have 3 hots ticking through the raid. Don'twaste it on the same target.

    3 - Macro Announcement for AOE Heals: Let's face it. AOE Heals are effing expensive so make sure you have a

    macro even above your head announcing that the AOE heal is up. You can grab the attention of people around

    you to move closer. And give them shit if they don't move to utilize it. We have to re-train DPS to move as well.

    4 - Now in the past Mana Tide Totem was something you can easily ask for and the shaman gladly drops it since

    #10Elix

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    we hardly ran out of mana. The mechanics have now changed making the totem increase you spirit by 350%.Keep in mind that with a shaman blowing Spirit Cooldowns, we can get up to 18,000 spirit (Heartsong + JC

    Trinket) so keep in mind that it's now higher in my benefit to save it a little to when my CDs are ready. Also if I

    warn that it's coming, try to use any CDs you have that boost your spirit.

    Happy Healing!

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    Grunt

    Join Date Sep 2010

    Posts 24

    Yesterday 02:12 PM

    Very well written guide, and as a veteran Restoration shaman, I'll give you my honest feedback:

    I didn't learn much. Quite frankly, this guide could have been written at the start of Wotlk, with only a small

    amount of changes.

    I understand that the purpose of the guide is to "recruit" people to Restoration Shamans, and for that purpose,

    I'm sure it's a great guide. However, I had personally hoped for a little more in-depth guide, as I'm trying to be

    at the top of my game in Cataclysm. You touched a little bit on it when you were talking about which stats toprio, I just want more of that kind of information. Since Cata is still so fresh, such information (which stats are

    best) has been hard to come by.

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    #11

    Hellmakerr

    BlademasterJoin Date Feb 2010Posts 41

    Yesterday 02:14 PM

    ty for the guide

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    #12Amdi1

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    High Overlord

    Join Date Sep 2009Location UnderCity, MainePosts 122

    Yesterday 02:17 PM

    Awesome guide man, I learned alot about resto shamans... thank you very much

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    #13

    scaredandbaked

    High OverlordJoin Date Sep 2009Posts 157

    Yesterday 02:19 PM

    Great guide

    But haste is bad then? Im stacking haste because im tied of being back to heal slow. For me its important to

    heal fast even for a normal Healing Wave

    Last edited by Tuuuu Drengen; Yesterday at 02:45 PM.

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    #14

    Tuuuu Drengen

    Keyboard TurnerJoin Date Jan 2011Location KyPosts 1

    Yesterday 02:30 PM

    Could you explain gemming? I've heard multiple people saying that we still stack Haste, but others claim that we

    should stack Spirit. T_T

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    #15

    KxB

    Keyboard Turner

    Join Date Jan 20111

    Yesterday 02:31 PM

    Can you please specify any number i should focus on? For example gem/enchant haste until XXXX then focus on

    intelect only ...

    #16Ufin

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    Posts thanks

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    High OverlordJoin Date Sep 2009

    Posts 122

    Yesterday 02:33 PM

    I would recommend you use glyph of Earthliving weapon over riptide glyph, glyphing for riptide isn't worthwhile

    as it doesn't come out as often as earthliving would be (the proc part) and also if you are using chain heal it willeat up the riptide making the riptide glyph useless (unless of course the longer duration means extra heals so a

    stronger chain heal consumption) but even then 1 stronger jump vs possibility of 10 targets with an empowered

    earthliving weapon.

    also regarding haste, haste itself is a great stat especially when you go into raiding but if you stack too much

    haste like in wotlk with just all haste gems, you'll be strapped for mana extremely quickly, esp with the high AoE

    damage fights nowdays.

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    #17

    atimuscalamity

    Blademaster

    Join Date Dec 2010Location Norway

    Posts 28

    Yesterday 02:41 PM

    Worth mentioning that Healing Surge is a better, more efficient spell to cast than Greater Healing Wave if under

    the effect of Tidal Waves

    ~ I got a strong urge to fly, but I got nowhere to fly to. ~

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    #18

    Revelations

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    Keyboard TurnerJoin Date Jun 2010

    Posts 2

    Yesterday 03:05 PM

    Very nice guide

    I'd like to add that I found the Telluric Currents talent PAINFULLY underwhelming in current gear level. At the

    cost of 1400 mana and regenerating little more than 2000 mana, I found I regenerate mana a little faster justby standing still and not casting.

    Maybe with the right stats you can get more of a benefit out of this, but I find it a heck of a gamble to waste

    that time casting when you're low on mana and can even miss for no regen (good chance on a raid boss).

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    #19

    necreus

    GruntJoin Date Oct 2008Posts 16

    Yesterday 03:10 PM

    A good guide for a starting healer .

    kinda missed out on meta's ect any who it sux that our bis gem from wotlk isn't made in this exp or not a new

    version.

    int and restore mana on cast

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    #20

    callar

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