Welcome to the Resto Shaman wiki for the Wrath of the Lich King. If you have a factual correction to make (and there's no debate about whether you are right), please post here. If you have a correction or addition that requires some discussion, please make a new post in the shaman forum (i.e. what HEP values to use at Level 80, the value of mp5 vs. Intellect, etc.)
Preventing needless tank deaths and saving the lives of careless DPS since 2007©
Latest Changes & Updates
Last update 6/19/2009
- Updates various sections with changes coming in Patch 3.2
- Minor updates including when to use Tier 8
- Added new Algalon-25 drops Planewalker Treads, Pharos Gloves
- Added healing rotation section, updated Glyph section to match
- Fixes several minor errors due to recent patches. Adds new Alagon loot to Best in Slot and trinket lists.
- Updated trinket section
- Added new enchants available with engineering
- Minor updates, added [Constellus] to Best in Slot (Thanks Daidalos)
- Updated Best in Slot list
- Section on when to switch to Tier 8 added
- Tentative HEP values added
- Talents updated
- Best in slot list updated
- Added that Stoneskin and Devotion Aura do stack
[top]Talent Builds
Option #1: 0-13-58
The only talent lacking in this spec is 3/3 Elemental Weapons, which provides another +45 spellpower. Instead of +150 healing spellpower, you get +195. The talent does not increase the healing done by the HoT when Earthliving procs. The talent also does not scale well as your gear improves. For example, at +2000 spellpower, the talent increases your spell power by 2.25%. At +2500 spellpower, the talent increases it by 1.8%.
Option #2: 0-16-55
The advantage is you have 3/3 Elemental Weapons and get another +45 spell power.
The disadvantage is that you have no points in Healing Way, which increases your Healing Wave by 18%. However, shaman do little single-target healing in Ulduar.
Major Glyphs
- Glyph of Mana Tide Totem if mana is an issue and you're in a party with other casters. For a shaman with 20,000 mana, it provides an additional 13.3 mp5 (66.6 mp5 to party). To boost individual regen, use Glyph of Water Mastery for an extra 30 mp5.
- Glyph of Healing Wave can be highly effective on 5-man or 10-man content.
- Glyph of Earthliving Weapon is not recommended. It increases the 20% base chance by 5% to 21%. Another weakness is Earthliving is mostly over healing.
Recommended Minor Glyphs
Choose
Glyph of Water Shield and then any of the ones below. Besides Water Shield, the rest will not affect healing in instances.
Glyph of Water Breathing
Glyph of Water Walking
Glyph of Ghost Wolf
Glyph of Astral Recall
Glyph of Renewed Life
Gems can be a major investment. It's ok to use green-quality gems as you level up and gear up. However, never leave a socket empty. Always put some gem in it. Secondary colors (purple, orange, green) count for BOTH primary colors.
Red:
[Runed Scarlet Ruby]or
[Luminous Monarch Topaz]
Yellow:
[Brilliant Autumn's Glow] or
[Luminous Monarch Topaz]
Blue
[Dazzling Forest Emerald](use only to meet the Meta Gem requirement)
Meta:
[Insightful Earthsiege Diamond]- Restore 600 mana
- 15-second cool down
- Wowhead lists a 2% chance to proc. However, it also lists 2% for [Insightful Earthstorm Diamond]and the actual proc rate for IED was 5% (or 3.85% if you took the hidden 15-second cool down into account).
- If spamming Chain Heal (2.5 sec cast) you can expect to get 50 mp5. If you are spamming Lesser Healing Wave (1.5 sec cast) you can expect to get 70 mp5. The gem is quite powerful for its ability to scale with the speed at which you cast heals.
- You would need to have 3,654 Intellect for [Ember Skyflare Diamond] to be a better choice.
Weapon: Mighty Spellpower
Shield: Greater Intellect
Head: [Arcanum of Blissful Mending] or
[Arcanum of Burning Mysteries]
Shoulders: [Greater Inscription of the Crag] or
[Greater Inscription of the Storm ]
With the inscription profession, you can use
Master's Inscription of the Crag or
Master's Inscription of the Storm
Back: Greater Speed
If you're a tailor:
Darkglow Embroidery 25 mp5
If you're a tailor:
Lightweave Embroidery, which is worth about 62.5 spellpower if it procs once per minute
If you're an engineer,
Springy Arachnoweave
Chest: Greater Mana Restoration
Powerful Stats ~ 6 mp5, 3.3 crit rating and 1.8 spellpower
Wrist: Superior Spellpower
Fur Lining - Spell Power (Requires Leatherworking)
Gloves: Exceptional Spellpower
Legs: [Sapphire Spellthread]
Master's Spellthread (Requires Tailoring). Basically a cheaper version of the epic thread for the tailor.
[Azure Spellthread] (identical to the BC
[Runic Spellthread])
Feet: Greater Vitality is the most popular
Can also use
Tuskarr's Vitality for Ulduar, where many fights require movement
Engineers can use
Nitro Boosts
*Rings: Greater Spellpower
*Ring enchants are only available to enchanters.
[top]Healing Rotations
1) RT-LHW-LHW
Use Riptide each time the cooldown is available while casting mainly LHW the rest of the time with the occassional Chain Heal on melee. Target tanks and other raid members taking damage for the Riptide. Maintain an Earth Shield on a tank.
- High amount of crits and AA procs.
- Mana regeneration comes through replenishment and improved water shield procs rather than mp5. As a result, gem for Intellect with [Brilliant Autumn's Glow]and [Luminous Monarch Topaz].
- Crit is more valuable than haste. However, haste will still boost HPS. While Tidal Waves does NOT reduce the GCD, the haste on your gear does. Therefore, haste increases the healing throughput of LHW.
- Use Glyph of Riptide, which will allow you to have four Riptide HoTs rolling instead of three. Also use Glyph of Earth Shield and Lesser Healing Wave.
Shaman Healing Equivalency Points:
1 SP = 1
1 mp5 = 1.0 to 1.6 (calculated)*
1 Haste rating = 0.40 to 0.50
1 Crit rating = 0.70 to 0.90
1 INT = 1.0 to 1.2 (actual)**
* The HEP of mp5 will be highest for hard-mode fights
** Actual value of Int will be about 80-85% of max theoretical
Haste rating is usually worth only about 50% to 70% of crit rating
2) Chain Heal
There is no exact rotation of spells as in RT-LHW. In general, shaman will cast several chain heals followed by a hasted HWx2 or LHWx 2. Supplement with Riptide. Maintain an Earth Shield on a tank.
- Requires a large amount of haste to compete with priest and druid AOE healing (PoH, CoH, WG)
- Requires your raiders to stand close enough together for the heals to jump, which is problematic on many fights in Ulduar.
- While haste is very helpful for Chain Heal, crit rating has a slightly higher HEP value.
- Four pieces of T8 will reduce CH cast time by 0.2 seconds
- Gemming: Gem for spellpower to boost CH throughput on jumps with [Runed Scarlet Ruby]
- Use Glyph of Chain Heal and Earth Shield. For the third major glyph, chose from Glyph of Riptide, LHW or Healing Stream Totem.
Shaman Healing Equivalency Points:
1 SP = 1
1 mp5 = 1.0 to 1.4 (calculated)*
1 Haste rating = 0.50 to 0.70
1 Crit rating = 0.70 to 0.90
1 INT = 0.5 to 0.8 (actual)**
* The HEP of mp5 will be highest for hard-mode fights
**Actual value of Int will be about 70% of max theoretical
Haste rating is usually worth only about 70% to 80% of crit rating
[top]Best in Slot
Two sets of gear are listed below. Non-mp5 gear is for situations in which you don't run out of mana and want to maximize your healing output. Mp5 gear is for when mana is an issue and you would favor gear with at least some mp5.
For either set, you will want four pieces of Tier 8.5 for the set bonus.
[top]Selecting Gear
Option #1: Healing Calcs spreadsheet by Daidalos
Option #2: Shaman_HEP Healing Equivalency Point combatlog parser by Stassart
[top]HEP (Healing Equivalency Points)
HEP will vary based upon your healing style, which is why the HEP combat log parser by Stassart is such a valuable tool. Once you have your customized HEP values, you can use them to rank gear at various web sites or diplay the values in-game with a mod such as
Pawn or Enhancer.
| | RT-LHW | CH |
|---|
| Spell Power | 1 | 1 |
| Mp5 | 1.0 - 1.6 | 1.0 - 1.4 |
| Intellect | 1.0 - 1.2 | 0.5-0.8 |
| Haste rating | 0.40 - 0.50 | 0.50 - 0.70 |
| Crit rating | 0.70 - 0.90 | 0.70 - 0.90 |
CREDIT: From HEP reports using Stassart's program
* The HEP of mp5 will be highest for hard-mode fights
[top]Intellect & Mp5
10 Intellect = 6 mp5 if you have a 5-minute fight with Mana Tide and 100% uptime from Replenishment.
10 Intellect also gives 3.3 crit rating and 1.8 spell power
Intellect gives mana from three different sources. Four if you include improved water shield procs.
1. Initial mana pool. +18mana.
2. Replenish. 0.225mp5
3. Mana tide. 4.32mana per use.
In five minute fight those number are:
1. 0.3mp5
2. 0.225mp5
3. 0.072mp5
Those combined give ~0.6mp5.
CREDIT: Pitbuller
[top]Set bonuses
Tier 7 Heroes' Earthshatter Regalia-10 and
Tier 7.5 Valorous Earthshatter Regalia-25
2-piece bonus: Your Water Shield is 10% stronger.
4-piece bonus: Increases the healing done by your Chain Heal and Healing Wave by 5%.
Tier 8 Valorous Worldbreaker Regalia-10 and
Tier 8.5 Conqueror's Worldbreaker Regalia-25
2-piece bonus: Reduces cooldown on Riptide by 1 sec
4-piece bonus: Reduces the cast time of Chain Heal by 0.2 second
[top]When Should I Switch to Tier 8?
If you are using a RT-LHW rotation, switch to Tier 8 when you have the two-piece bonus.
If you are using primarily CH, continue using Tier 7.0/7.5 until you have four pieces of Tier 8.0/8.5. The Tier 8 four-piece bonus is equal to 8.7% haste + 0.088% per 1% haste on gear (at additional mana consumption). The Tier 7 bonus is a straight +5% more healing from Chain Heal at no additional mana cost. The Tier 8.5 bonus provides more HPS than Tier 7.5 even with about 3,000 spell power.
However, both set bonuses on Tier 8.5 can quickly drain mana. Tier 7.5 may prove more useful in mana-intensive fights.
Numbers in parenthesis are including gems and socket bonuses
Valorous Earthshatter Regalia
Stam: 376
Int: 345 (379)
Mana Regen: 100 (105)
Crit Rating: 45
Haste Rating: 176
Spellpower: 474 (559)
Note:
[Winter Spectacle Gloves]used instead of set piece
Conquerer's Worldbreaker
Stam: 381
Int: 386 (402)
Mana Regen: 79 (84)
Crit Rating: 228
Haste Rating: 173
Spellpower: 525 (624)
Note: Two red gems in the chest and two red in the legs ignoring socket bonuses
Differences
Stam: +5
Int: +23
Mana Regen: -21
Crit Rating: +183 (4.0% crit)
Haste Rating: -3
Spellpower: +65
CH Cast without 4pc = 2.5s
CH Cast with 4pc = 2.3s
Difference in cast time of .2s or 8%
Extrapolate over multiple haste intervals
//0%+Raid Buffs
2.5/(1*1.05*1.03)= 2.3116
2.3/(1*1.05*1.03)= 2.1267 Difference of .1849s
//5%+Raid Buffs
2.5/(1.05*1.05*1.03)= 2.2015
2.3/(1.05*1.05*1.03)= 2.0254 Difference of .1761s
//10%+Raid Buffs
2.5/(1.1*1.05*1.03)= 2.1015
2.3/(1.1*1.05*1.03)= 1.9333 Difference of .1681s
//15%+Raid Buffs
2.5/(1.15*1.05*1.03)= 2.0101
2.3/(1.15*1.05*1.03)= 1.8493 Difference of .1608s
Simple algebra tells us
2.5/(#CastTime*1.05*1.03)=#RequiredHaste%
So
2.5/(2.1267*1.05*1.03)= 08.69% @ 0% + Raid Buffs
2.5/(2.0254*1.05*1.03)= 14.13% @ 5% + Raid Buffs
2.5/(1.9333*1.05*1.03)= 19.56% @ 10% + Raid Buffs
2.5/(1.8493*1.05*1.03)= 25.00% @ 15% + Raid Buffs
.: 4pc bonus is ~8.7% haste on CH + 0.088% per 1% on gear.
CREDIT: Orion121
[top]How long can I wear Tier 6?
Do not wear Tier 6 once you can get Level 80 upgrades.
Here's a table looking at the mana saved with various amounts of haste if you spam Chain Heal for 1 minute. The best pieces of Tier 6 to wear would be
[Skyshatter Belt] and
[Skyshatter Bracers].
Chain Heal at Level 80 will cost 835 mana or 793 with talents. Two pieces of Tier 6 + talents reduces the cost to 709 mana (saving 84 mana per cast)
| Cast Time | Mp5 Saved |
| 2.5 | 168 mp5 |
| 2.4 | 175 mp5 |
| 2.3 | 182 mp5 |
| 2.2 | 191 mp5 |
| 2.1 | 200 mp5 |
| 2.0 | 210 mp5 |
| 1.9 | 221 mp5 |
| 1.8 | 233 mp5 |
[top]Using three pieces of Tier 2?
Tier 2 was significantly nerfed in Patch 2.4.2. Instead of increasing the amount healed by Chain Heal to targets beyond the first by 30%, it is now 5%. Therefore, it is no longer advantageous to use Tier 2 for healing in BC or WotLK.
Here are some BOE items that you can quickly use to pump up your gear upon reaching Level 80.
[Leggings of the Stoneweaver] (Ulduar-25 BOE)
[Blue Belt of Chaos] (Ulduar-crafted)
[Lightning Grounded Boots] (Ulduar-crafted)
[Armbraces of the Vibrant Flame](Ulduar-10 BoE)
[Bindings of Yearning] (world drop)
[Titansteel Guardian] (crafted)
[Titanium Spellshock Necklace](crafted)
[Titanium Spellshock Ring](crafted)
[Wispcloak] (crafted)
[Zom's Crackling Bulwark] (world drop) or the cheaper
[Frostbridge Orb]
[Revenant's Breastplate]
[Revenant's Treads]
How to calculate the value of on-use trinkets:
Take the amount of additional healing and multiple by the duration of the buff. Then divide by the cooldown. Let’s use
[Winged Talisman] as an example
346*20/120 = 57.7 spellpower
To ensure you use on-use trinkets every time the cooldown is available, you can create a macro to use them each time you cast Earth Shield, Chain Heal or another spell.
Trinkets listed by item level.
Note: One proc per minute assumed for trinkets with a hidden 45-second cooldown
+ Does not benefit from spell power, but does benefit from talents such as purification (2981). It can crit (4471 with purification)
++The theoretical maximum amount of mana that would be restored is 2,640, assuming you could cast 20 spells in 20 seconds and mp5 ticks every 2 seconds. Under real world conditions, ~2000 mana or less is more realistic.
For math, see this post.
* Five-minute fight
** Due to RNG, mana returned in any given fight is highly variable. Wear only when spamming Chain Heal.
Other Trinkets
[Darkmoon Card: Greatness] from
[Nobles Deck]
--90 Intellect version
--If use you Mana Tide when it procs, you would get an extra 1080 mana
--45 second hidden cooldown?
--If it procs once per minute, you would have 25% uptime, giving you the equivalent of an extra 75 Intellect
The proc would give 363 Intellect with Blessing of Kings, which would provide:
--2.18% spell crit (equivalent to 100 crit rating)
--54.45 spell power
--5445 total mana (68.1 mp5 from replenishment & 1307 extra from Mana Tide if timed properly but that's not always practical)
[top]Major Abilities
The addition of several new talents, spells and glyphs have freed shaman from simply spamming Chain Heal. While Chain Heal is still probably cast more than any other spell, but shaman supplement it with Riptide, Lesser Healing Wave and even Healing Wave.
| | Cast Time | Mana Cost | Avg Heal | Avg Heal | Avg Heal | Avg Heal |
| | | | 1 target | 2 targets | 3 targets | 4 targets |
| Chain Heal 7 | 2.50 | 793 | 5037 | 7555 | 8814 | 9444 |
| | | | | Healing Way | | |
| Healing Wave 14 | 2.50 | 1044 | 7560 | 8921 | | |
| | | | | Earth Shield | | |
| Lesser Healing Wave 9 | 1.50 | 626 | 3885 | 4661 | | |
| | | | | 6 charges | 8 charges | |
| Earth Shield 5 | Instant | 626 | 1447 | | 8679 | 11572 |
NOTE: 2000 spell power, 5/5 Tidal Focus, 5/5 Purification, 2/2 Improved Chain Heal, 3/3 Improved Shields. No relic or set bonuses.
CREDIT:
Daidalos
|
PATCH 3.2: Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
|
Chain Heal is the shaman’s most efficient heal, even when it doesn’t hit all three targets.
| | Mana Cost | | Avg Heal | |
| Chain Heal 7 (1 jump) | 793 | | 5037 | |
| Lesser Healing Wave 9 | 626 | | 3885 | |
NOTE: With +2000 spell power, talents, no relic
Jumps to 3 targets (or 4 with a glyph). Jumps are based on who is missing the most health (by absolute value). Each jump reduces the healing done by 50%. The jump range of the spell is approximately 10-15 yards. If there are no targets in range below 100% it will not jump. The heal can jump back to the shaman if they have taken damage.
Chain heal can crit on any (or all) of the three jumps. However, the healing done to the next target is based on the non-crit healing done. Crits from chain heal will proc Ancestral Fortitude.
There is a known bug with Chain Heal. If Chain Heal jumps back to you on its first jump (the second heal), it will not jump to a third target. It is sometimes better to target yourself for the first heal to make sure it jumps to two other targets.
Shaman's Fire and Earth Elementals are not considered part of the party/raid/group. Therefore, chain heal will not bounce to Elementals if you first target a raid member for healing. However, if you first target an Elemental, chain heal will bounce to members of the raid
Many trinkets will proc based on a “direct healing spells.” Each jump of chain heal is considered a direct heal. A trinket such as
[Fel Reaver's Piston] or
[Soul Preserver] can proc on any jump of chain heal.
Other trinkets proc based on “each spell cast.” In those cases, the jumps do not count as separate spells. For example,
[Pendant of the Violet Eye]
Thud00 wrote a custom mod to measure overhealing on a per jump basis. He found overhealing on the initial jump was about 50%, while overhealing on subsequent jumps was about 20%. This makes sense given that multiple healers will often target the same person who has taken damage. The beauty of chain heal is that it instantly jumps to two other people. They often take damage while you were casting so a chain heal or prayer of mending is the first thing to land – resulting in less overhealing on jumps #2 and #3.
[top]Healing Wave
|
PATCH 3.2: Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.
|
This is the largest heal shaman can cast. It takes 2.5 seconds to cast (3.0 seconds without talents). Healing Wave hits for less than the comparable spells of a priest, druid or paladin. One reason is that Shaman have a talent called Healing Way. When Healing Way is applied to a target, it boosts Healing Wave by 18%. Patch 3.08 changed Healing Way so that only one application is needed to boost healing by 18% rather than 3 stacks.
[top]Lesser Healing Wave
This is the fastest heal a shaman can cast. However, it is our smallest heal and doesn't stack Healing Way. In addition, Tidal Waves does not reduce the GCD and thus LHW throughput is capped by the GCD.
To be an effective heal, shaman must have the
Glyph of Lesser Healing Wave and an Earth Shield on the target.
Otherwise, shaman should use Chain Heal or Healing Wave. Without the LHW Glyph, Chain Heal does more healing to a single target than LHW and there is always the chance it will jump to other players.
In a 25-man raid, shaman should use Chain Heal instead. Chain Heal is more expensive (793 mana at Level 80) than LHW (626 mana). However, Chain Heal does more healing to a single target and there is always a chance it will jump to other players.
[top]Earth Shield
A shield with 6 charges (8 with talents) that heals the wearer every few seconds while taking damage.
How much healing the Earth Shield does is based on the spellpower at the time it is cast, not when it procs. You can drop Flametongue and use a trinket to supercharge the Earth Shield before a pull.
The healing (and aggro) is attributed to the person who cast the shield starting in Patch 3.0.2. Each point of damage healed will generate 0.725 threat divided evenly among the mobs present. However, given the new tanking abilities, healers should not be concerned about pulling threat on the pull or during a transition.
Protection paladins have a talent called Spiritual Attunement that restores mana equal to 10% of the healing they receive. Since Patch 2.1.0, they have received mana back from the healing done by Earth Shield (and Prayer of Mending). Each point of mana restored generates 0.5 threat.
In addition, Earth Shields placed on protection paladins with the talent
Touched by the Light will heal the tank for up to 30% more when they crit.
Riptide is a talent that gives shaman their only instant heal (besides Nature's Swiftness on a 3-minute cool down/2-minute cooldown in Patch 3.2). About 57% of the healing is instant and the remaining 43% is a HoT over the next 15 seconds. Riptide has a 6-second cool down. If you cast Chain Heal on someone with Riptide, it consumes the Riptide and increases your Chain Heal by 25% on all jumps of that Chain Heal.
Only a direct Chain Heal will proc Riptide, not the jumps.
Chain Heal from other shaman will not proc your Riptide.
Excellent heal for fights that involve moving around.
Riptide Bug: The bug prevents the HoT portion of Riptide from being overwritten by a new Riptide if the new Riptide was cast with less spellpower. For example, after a trinket has procced, you cast Riptide on the tank. The buff from the trinket fades and you go to refresh Riptide before it expires. Riptide will do the initial healing but it fails to overwrite the previous HoT due to the lower spell power you now have.
This is similar to the bug warlocks reported with immolate and that was fixed in the most recent patch.
World of Warcraft - English (NA) Forums -> Riptide bug (Resto Shaman)
[top]Ancestral Awakening
Each time you crit with LHW or HW or Riptide, you instantly heal the raid member with the lowest percentage of health within 40 yards for 30% of the amount healed (including any overhealing). As of Patch 3.0.9, this talent benefits from purification, so in practice Ancestral Awakening heals for 33% of the total heal. Ancestral Awakening cannot crit and will not proc earthliving.
[top]Earth Living Weapon
Make sure that this buff is always on your weapon. Earth Living Weapon (ELW) cause any direct heals to proc a small hot called Earthliving on the target.
Earthliving procs off:
Riptide, Healing Wave, Lesser Healing Wave, and any bounce of Chain Heal. The proc has no internal cool down and can potentially proc off every Chain Heal bounce.
Earthliving will not proc off:
Healing Stream Totem, Earth Shield, Ancestral Awakening, or Glyph of Healing Wave.
[top]Tidal Force
Often used in conjunction with Nature's Swiftness to increase the size of an emergency heal. Both NS and Tidal Force have a 3-minute cool down. Nature's Swiftness will have a 2-minute cooldown in Patch 3.2.
Using Tidal Force gives you a buff with 3 charges. Each charge increases your chance to crit with lesser healing wave, healing wave and chain heal. Each crit consumes a charge -- including each jump of chain heal. Therefore, it's possible for one chain heal to use all three charges. Tidal Force is best used with Healing Wave or Lesser Healing Wave, as they greatly increase the chance for mana returned via improved water shield, and have a chance to proc ancestral awakening (if applicable).
[top]Tidal Waves
|
PATCH 3.2: Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
|
Tidal waves has two separate effects: a cast time reduction proc and a passive boost to the coefficients of HW and LHW. The coefficient boost is completely independent of the Tidal Waves proc. Note that as of patch 3.0.3, the proc does not function as a spell haste effect, in that it reduces cast time but not GCD. Therefore, its benefit to LHW is less than what it appears on paper. It is currently unknown if this behavior is intended.
Base Mana is the amount of mana you have before talents, buffs, gear and intellect from your race. The value is dependent only on your class (and level) but not your race. Getting more Intellect from gear will not raise the cost of spells, because it does not raise your base mana pool (it raises your total mana pool).
| Level | Base Mana |
| 70 | 2958 |
| 80 | 4396 |
| Spell | Base Mana |
| Chain Heal | 19% |
| Healing Wave | 25% |
| Lesser Healing Wave | 15% |
| Earth Shield | 15% |
| Riptide | 18% |
[top]Water Shield
|
PATCH 3,2: Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
|
This is a tremendous source of mana regeneration. It's important to have it on at all times and refresh it before it expires. Many shaman do not wait until all 3 charges (or 4 charges with glyph) have been used to refresh. When there is a lull in healing, they take that time to put up new charges since they might expire at a time when you can't spare the global cool down to refresh the shield.
In Patch 3.0.8 there is a slight nerf to the Improved Water Shield talent:
You have a 33/66/100% chance to instantly consume a Water Shield Orb when you gain a critical effect from your Healing Wave or Riptide spells, and a 19.8/39.6/60% chance when you gain a critical effect from your Lesser Healing Wave spell.
Because it costs no mana to cast, water shield will not trigger the
Five Second Rule.
The mod Shaman Friend will alert you when water shield expires. It has an option to give you an audible warning and you can choose several different sounds. It can also report a successful purge, interrupt or grounding to party or raid channel.
PATCH 3.2
* Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
* Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
So mp5 is getting a 25% boost but replenishment is getting a 20% nerf.
|
Replenishment: Restores 0.25% of maximum mana per sec for 15 sec. Available from:
- Survival Hunter's Hunting Party talent
- Retribution Paladin's Judgments of the Wise talent
- Shadow Priest's Vampiric Touch talented ability
- Mages with the frost talent Enduring Winter
- Warlocks with the destruction talent Improved Soul Leech
All three spells affect 10 people in the raid with the lowest mana. They do not stack.
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PATCH 3.2: A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems
|
Most totems affect everyone in your raid or party within 30 yards. The following are exceptions and only affect the 5 people in your party:
- Mana Tide: Restores 24% of a player’s mana over 12 seconds. 5-minute cool down.
- Healing Stream: Amount healing depends on the +spell power of the shaman. Talents boost the amount healed by 45%. A glyph boosts the amount another 20%.
- Poison and Disease cleansing
- Tremor
Untalented Mana Spring restores 91 mp5, while the untalented paladin's Blessing of Wisdom restores 92 mp5 to prevent totems overwriting the paladin buff. Talented Mana Spring will restore 109.2 mp5, while improved Blessing of Wisdom will restore 110 mp5. Mana spring affects the entire raid, not just the shaman’s party. However, Mana Spring does not stack with BoW.
If you have an enhancement shaman in the raid, they should drop Windfury, Strength of Earth and Flametongue. Having 3/3 Enhancing Totems boosts the effect of Flametongue and Strength of Earth. Most enhancement shaman also put talents in Improved Windfury Totem. Resto shaman may also need to drop these totems if the raid is spread out to provide additional coverage.
AIR:
1) Windfury Totem if there is no Frost Death Knight or Enhancement Shaman
2) Wrath of Air otherwise
FIRE:
1) Flametongue Totem if there is no Enhancement Shaman, Elemental Shaman, or Demonology Warlock.
2) Searing Totem/Magma if you can spare the GCD and there is no danger of grabbing aggro on phase transitions or aggoing other mobs.
EARTH:
1) Strength of Earth Totem if there is no Enhancement shaman. Death Knights have a similar buff called Horn of Winter, but it lasts only 2 minutes (3 minutes with glyph).
2) Stoneskin Totem, which stacks with a paladin's devotion aura.
WATER:
1) Mana spring if there is no paladin for Blessing of Wisdom
2) Healing Stream
3) Poison or Disease cleansing as needed
Relics go in the same slot as a bow or throwing weapon. They either make spells cheaper to cast or make them do more healing or damage. They also allow you to leave your four totems in the bank starting with Patch 3.0.2. However, you cannot destroy these totems.
Like weapons, relics can be switched in combat. However, it will trigger a 1.5-second global cool down (in addition to interrupting any spell you were casting).
Patch 2.4.3 eliminated relic swapping via macros due to the following change:
* Equipping an item will now cancel any spell cast currently in progress.
In general, use
[Steamcaller's Totem] if mana is not an issue. Otherwise use
[Totem of Forest Growth]
Chain Heal
[Totem of Forest Growth] 15 Emblems of Heroism
[Totem of the Bay] 30 Venture Coins in Grizzly Hills
Healing Wave
[Totem of Misery] Naxx-25 Faerlina
Lesser Healing Wave
[Deadly Gladiator's Totem of the Third Wind] PVP
[Totem of the Thunderhead] Your water shield will not continue to get a boost if you switch to another relic after casting it.
[top]Spell Haste
Wearing gear with spell haste can be beneficial any time you're not going OOM in a fight. By wearing gear with spell haste, we can cast spells faster, boosting our overall healing done for a fight – and potentially have heals landing faster to prevent deaths.
In most raids, you will have a total of 8% haste before gear: 5% from Wrath of Air Totem
3% from Improved Moonkin aura (balance druids) or Swift Retribution (retribution paladin)
1% haste means you will cast 1 additional spell in the time it would normally take to cast 100 spells. You do NOT cast 1% faster.
1% Spell Haste = 15.76 Haste Rating at Level 70
= 32.78 Haste Rating at Level 80
Haste Need to Reduce Chain Heal Cast Time at Level 80
2.4 seconds = 137 haste rating
2.3 seconds = 286 haste rating
2.2 seconds = 447 haste rating
2.1 seconds = 625 haste rating
2.0 seconds = 820 haste rating
1.9 seconds = 1036 haste rating
Haste Need to Reduce Chain Heal Cast Time at Level 70
2.4 seconds = 66 haste rating
2.3 seconds = 137 haste rating
2.2 seconds = 215 haste rating
2.1 seconds = 300 haste rating
2.0 seconds = 394 haste rating
1.9 seconds = 498 haste rating
Spell Haste is calculated after talents. So if Healing Wave is 3.0 seconds normally and talents reduce it to 2.5 seconds, then 10% haste (157 haste rating) would reduce the cast time to 2.275 seconds.
*For Level 70, use 1576 instead of 3278
Spell Haste reduces the global cooldown to as little as 1 second. No amount of haste including Bloodlust/Heroism will lower the global cooldown below 1 second. This can be proven using the following UI hook and spamming an instant spell with no cooldown inside and outside of Bloodlust:
|
/run hooksecurefunc("CooldownFrame_SetTimer", function(_, start, duration, enable) if start > 0 and enable > 0 then DEFAULT_CHAT_FRAME:AddMessage(duration) end end)
|
For further information:
http://elitistjerks.com/f31/t12882-m...ks_what_means/
[top]Consumables
In general, use a flask if you are likely to die several times (such as new content or going for an achievement). However, two elixirs generally provide more benefit than a single flask.
Blizzard made oils and stones not usable on weapons at Level 80.
FLASKS
Flask of Pure Mojo
Flask of the Frost Wyrm
Flask of Distilled Wisdom -- No new Level 80 version. Grants 39 mp5 (with 100% uptime on replenishment), 21.45 crit rating and 11.7 spellpower. Superior to Pure Mojo if replenishment is up 100% of the time.
BATTLE ELIXIRS
Spellpower Elixir
GUARDIAN ELIXIRS
Elixir of Mighty Mageblood
Elixir of Mighty Thoughts (27 mp5 with replenishment)
POTIONS
Potion of Speed
Potion of Nightmares (Stuns you for 6 seconds and restores 5400 health and mana)
Powerful Rejuvenation Potion
Runic Mana Potion
Crazy Alchemist's Potion -- Requires alchemy
FOOD
Unless you need more mp5, a fish feast is your best choice.
Fish Feast
Firecracker Salmon and
Tender Shoveltusk Steak
Mighty Rhino Dogs and
Spicy Fried Herring
[top]Professions
You can raid as a resto shaman with any two professions. Blizzard also tried to balance professions so that they provided approximately equal buffs to attack power, spell power, etc. However, many players enjoy maximizing their healing, DPS and tanking abilities and one way to do so is with professions. You can find a summary of profession perks at
WotLK Profession thread. The comparisons below are done with spell power and mp5, although many professions can also be used to boost crit and haste ratings.
Black Smithing > Alchemy or Enchanting or Inscription or Leatherworking or Jewelcrafting > Tailoring or Herbalism or Mining or Skinning or Engineering
- Black smithing will provide the biggest boost to your stats by giving you 2 extra gem sockets. You would gain 46 spell power, 16 mp5, 21 crit rating, or 21 haste rating (assuming epic gems are introduced).
- Alchemy doubles the duration of flasks and elixirs. The trinket will give a 40% bonus to potions. Alchemy also boosts the effect of flasks and elixirs, which can give you an extra 13 mp5 or 37 spell power.
- Enchanting gives you an extra 38 spell power (19 spell power per ring).
- Inscription gives you a shoulder enchant with an extra 37 spell power.
- Jewelcrafting allows you to use 3 prismatic gems which will give you an extra 27 spell power, 9 mp5, 21 crit or 21 haste rating with epic gems. With rare-quality gems you gain an extra 39 spell power, 15 mp5, 33 crit or 33 haste. It also means that by using the prismatic gems you can meet any meta gem requirement, which could be worth additional stats. The gems are not unique so you can use 3 of one kind.
- Leatherworking is not as powerful as it was in the Burning Crusades. Drums are not useable at Level 80. You can gain an extra 37 spell power with a bracer enchant.
- Tailoring gives a chance to restore 300 mana on spell cast.
Nature's Swiftness
This will cast Healing Wave or if you hold down Shift, it will cast Chain Heal. You could also make two separate macros and bind them to separate keys. There is no global cooldown when you activate a trinket so it won’t delay your heal.
13=upper slot trinket
14=lower slot trinket
#showtooltip Nature's Swiftness
/stopcasting
/use 13
/use 14
/cast Nature's Swiftness
/Cast Tidal Force
/cast [mod, help] [mod:shift, target=mouseover, help] Chain Heal; [help] [target=mouseover] Healing Wave
Wind Shock & Earth shock
This will will stop whatever you are doing and Earth Shock or Wind Shock your focus, no matter what you currently have targeted. If you don't have a focus, it will shock your current target. Very helpful in fights where there are multiple mobs the raid is DPSing. Also, if you focus is dead, it will clear your focus. Wind Shock is recommended as it is off the GCD.
/stopcasting
/clearfocus [target=focus,dead]
/cast [target=focus,harm,exists] Wind Shock
/cast Wind Shock
It shocks your target if it’s hostile. If you’re targeting a friendly target (like the main tank), it will shock their target. This macro is helpful in PVP. The first macro can be more helpful for raiding when you only care about interrupting a single target.
/stopcasting
/cast [harm] Wind Shock; [target=targettarget, harm] Wind Shock
Purge
If the person you are targeting is an enemy, it will cast purge. If it's friendly (i.e a person you're healing), it will purge their target.
/cast [harm, nodead] [target=targettarget,harm,nodead] Purge
[top]Notes for Raid Leaders
Who should I assign the shaman to heal?
Shaman are best at healing multiple targets that are standing near each other. Assign them to heal melee or simply keep the entire raid topped off. In a 25-man raid, you should see their chain heal constantly jumping from player to player. Shaman can heal a single target, such as the main tank. However, this role is better filled by a priest, paladin or druid.
Should I let shaman roll on cloth or leather gear?
Yes. Sometimes a cloth or leather item is better than the available mail items for a slot. This is particularly true if there is no spirit on the cloth or leather gear. If the cloth or leather gear has spirit, it’s probably of more use to a priest or druid. Staves and off-hands are also more beneficial to priests and druids.
In which group should I put a resto shaman?
Now that most totems and buffs are raid wide, there is more flexibility for constructing groups. In general, shaman should be put with other casters who need Mana Tide, which rmains a party-only buff. In certain fights, a group may want a shaman for Tremor Totem or Cleansing Totem.
[top]Theorycraft
[top]How to Calculate Healing Done by Spells
Healing Done = [Base + ((cast time / 3.5) * 1.88 + TidalWaves) * spell power + relic] * Talent multipliers * GlyphBonus *OtherBonus
OtherBonus includes Healing Way, Tier 6 set bonuses, etc.
Tidal Waves equal 0.2 for Healing Wave and 0.1 for Lesser Healing Wave
Chain Heal = 2.5/3.5 = 0.7143
Healing Wave = 3.0/3.5 = 0.8571
Less Healing Wave = 1.5/3.5 = 0.4286
Earth Shield: Receives 28.6% of your +spell power per charge. The 30% listed at Wowwiki is incorrect.
Healing Stream: Receives 4.4% per tick. Affected by Purification talent. Sites listing 6% are incorrect.
Earth Living Weapon = Since it only procs on heals, it is calculated as a secondary effect:
= [Base + (12/15)(5/11) * 1.88 * spell power] * talent multipliers
Riptide gets the usual instant coefficient (1.5/3.5) but in half since it's only half the spell. The HoT portion scales as all HoTs (1:1 over the length of the spell) also in half since it's the other half of the spell.
Direct = Spellpower*(1.5/3.5)*1.88*0.5 + (1670)
HoT = Spellpower*1.88*0.5 + (1670)
[top]How to Calculate Spell Cost
actual_cost = [ (base_cost - relic) * (1 - sum_of_percentage_modifiers) ]
Percentage Modifers include Tidal Focus (1.05) and the Tier 6 set bonuses
[top]Downranking
In Patch 3.0.2, Blizzard made changes in spell cost to prevent downranking. It is now practical to use only the highest rank of each spell. Downranking was using a lower level of a spell to reduce overhealing and improve mana efficiency.
[top]Useful Links and Addons
Currently, Blizzard provides no in-game way to manage your totems. And putting 20+ of them on your hot bar is a bad idea.
Some other helpful mods that are available through WowAce or Curse.com
- Grid (Recommended): Raid UI that can show the health and mana of all players. It also shows incoming heals from other healers using Grid, including HoTs. It also displays debuffs on players that can help you react more quickly to damage in the raid.
- Clique (Recommended): Mod to cast heals by mousing over a raid frame and clicking. Use it with Grid or another raid UI.
- Shaman Friend: Audible warnings when an elemental shield or weapon buff expires. Can report a successful purge, interrupt or grounding to party or raid channel.
- Healbot: Functions much like Grid + Clique. However, Grid is recommended for higher-end raiding due to its display of debuffs.