Welcome to the Resto Shaman wiki for the Wrath of the Lich King! This reference guide would not be possible without the tireless efforts of Skyhoof, Daidalos, Stassart and countless others.
Preventing needless tank deaths and saving the lives of careless DPS since 2007©
Latest Changes & Updates
Last update 11/20/2009
- Profession section updated
- Adding resto shaman loot that will be introduced in Patch 3.3
- Updated consumables section
- Added section for Patch 3.3
- Slightly adjusted HEP values for intellect and crit based on recent HEP reports
- More updates to Gearing Up section
- Numerous links fixed in BIS list thanks to Seluna
- Updated "Gearing Up" section with help from UberDrivel
- Added waist section to Level 245 and under gear (and remembered why I skipped doing it. Cloth and Leather FTL)
- Added list of easily obtainable gear for the shaman who has just hit 80
To Do List:
- Add section on racials that Daidalos is writing
- Continue with Patch 3.3 updates
LEVEL 277
Sanctified Frost Witch's Headpiece
Sanctified Frost Witch's Spaulders
Sanctified Frost Witch's Tunic
Sanctified Frost Witch's Handguards
Sanctified Frost Witch's Legguards
LEVEL 264
Sanctified Frost Witch's Headpiece
Sanctified Frost Witch's Spaulders
Sanctified Frost Witch's Tunic
Sanctified Frost Witch's Handguards
Sanctified Frost Witch's Legguards
LEVEL 251
Frost Witch's Headpiece
Frost Witch's Spaulders
Frost Witch's Tunic
Frost Witch's Handguards
Frost Witch's Legguards
- (2) Set: Your Riptide spell grants 20% spell haste for your next spellcast within 10 sec.
- (4) Set: Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over 9 sec.
Other Changes
- Fire Elemental Totem now has a 10 min cooldown. (Down from 20 min)
- Earth Elemental Totem now has a 10 min cooldown. (Down from 20 min)
- Reincarnation - Cooldown reduced to 30 minutes
- Fire Nova Totem replaced with a new spell Fire Nova (10-second cooldown). If you have a fire totem down and are within 30 yards of it, you can cast Fire Nova to do AoE damage.
- Orcs and Trolls get totems that look different from those dropped by Tauren
[top]Icecrown Citadel Loot Compilation
UNDER CONSTRUCTION
Gear discovered so far that might interest shaman. Wowhead links not available for all items.
[top]Talent Builds
Option #1: 0-16-55
This is my favorite build for now. It has everything a resto shaman could want, except Healing Focus, which when coupled with a Paladin's Concentration aura, means you never have to worry about spell push back. However, this is rarely a factor in most fights. In addition, you can achieve 100% spell pushback by placing your Earth Shield on yourself and having a paladin with Concentration aura. The fights in which there is notable spell pushback are listed below:
- Algalon from the Constellations
Option #2: 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 #3: 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 up to 25%.
Note: Shaman often change glyphs, depending on the boss and their healing assignment. For example, if assigned to heal a single target, you might wish to use the LHW glyph instead of CH. It is advisable to carry a few copies of each glyph that you use in your bag and adjust as necessary.
Not Recommended
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:
[Reckless Ametrine]
Yellow:
[Quick King's Amber]
Blue:
[Quick King's Amber] unless you need to meet the meta gem requirements. Then use
[Energized Eye of Zul]
Meta:
[Insightful Earthsiege Diamond]- Restores 600 mana or roughly 50 mp5
- 15-second cool down
- Proc rate is 5% (or 3.85% if you take the hidden 15-second cool down into account).
- Gem scales with haste
- You would need more than 35,000 mana for [Ember Skyflare Diamond] to be a better choice even if you only cast a spell every 2.5 seconds (details available here)
Weapon: Mighty Spellpower
Shield: Greater Intellect
Head: [Arcanum of Burning Mysteries]
Shoulders: [Greater Inscription of the Storm ]
With the inscription profession, you can use
Master's Inscription of the Storm
Back: Greater Speed
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 HEP = 10
Powerful Stats ~ 4.8 mp5 (5.5 mp5 with Mana Tide) and 1.8 spellpower HEP = 8.6 or 9.3 with Mana Tide
Wrist: Superior Spellpower
Fur Lining - Spell Power (Requires Leatherworking)
Gloves: Exceptional Spellpower
If you're an engineer,
Hyperspeed Accelerators
Legs: [Sapphire Spellthread]
Master's Spellthread (Requires Tailoring). Basically a cheaper version of the epic thread for the tailor.
Feet: Tuskarr's Vitality Since Patch 3.2, Tuskarr's is preferred over
Greater Vitality
Engineers can use
Nitro Boosts
*Rings: Greater Spellpower
*Ring enchants are only available to enchanters.
[top]Consumables
Blizzard made oils and stones not usable on weapons at Level 80.
For resto shaman, only useful in Ulduar on General Vezax due to the inability to regen mana
*
Flask of Distilled Wisdom
*
Elixir of Mighty Thoughts
[top]Professions
You can raid as a resto shaman with any two professions. However, many players enjoy using professions to maximize their healing, DPS and tanking. Blizzard has made a great many changes to professions over time -- and probably will again.
Going strictly by the numbers, the current best combination of professions are JC/BS. However, Alchemy has been the most useful profession for Resto Shaman during the past five years. Also, many players expect mana to become more of an issue in either Patch 3.3 or most certainly in Cataclysm.
Recommended- Jewelcrafting
- Blacksmithing
- Alchemy
Acceptable
No particular order
- Enchanting
- Inscription
- Leatherworking*
- Tailoring
* At times in the past, Leatherworkers were able to craft BoP items that were often best-in-slot.
Not recommended for raiding- Engineering
- Herbalism/Mining/Skinning
●
Alchemy doubles the duration of flasks and elixirs. The trinket
[Mercurial Alchemist Stone] gives a 40% bonus to potions. Alchemists also have a passive ability called Mixology, which provides the following boost to regular flasks and elixirs:
Alchemists also get to use
Mad Alchemist's Potion, which gives you just as much mana as a regular mana potion, plus health and a random proc, which may be helpful and is never harmful.
Alchemists can also make
[Flask of the North], a reusable flask that provides 47 spellpower. This flask is mainly used in PVP or on farm content. It does not stack with other flasks or elixirs.
●
Jewelcrafting allows you to use 3 gems available only to jewelcrafters with more powerful stats.
[Quick Dragon's Eye] instead of
[Quick King's Amber], and
[Runed Dragon's Eye] instead of
[Runed Cardinal Ruby]. You can an extra 48 spell power or 42 haste rating. Plus, you have the flexibility to boost other stats if the game changes or for an off-spec or PVP. Most people find JC easier and less expensive to level than Blacksmithing.
●
Blacksmithing gives you 2 extra gem sockets. You would gain 46 spell power or 40 haste rating with epic gems. Plus, like JC, you have the flexibility to boost other stats as well for off-spec or PVP gear.
●
Tailoring lets you put special enchants on their cloaks that do not stack with other enchants. In both cases, the enchants have a 45-second cooldown and a high chance to proc (25% or more).
Lightweave Embroidery If it procs once per minute, it would equal 73.75 spellpower.
Darkglow Embroidery If it procs once per minute, it would equal 44 mp5
●
Enchanting gives you an extra 46 spell power (23 spell power per ring).
●
Inscription gives you a shoulder enchant with an extra 46 spell power.
●
Leatherworking gives an extra 46 spell power with a bracer enchant.
●
Engineering is mainly considered a PVP or fun profession. However, some of its abilities are useful in raids
●
Herbalism, Mining, Skinning: Gathering professions do not provide the same increases as crafting professions. However at Blizzcon, the developers did mention making gathering professions more attractive. However, most players do not expect gathering professions to ever offer as many benefits as the harder-to-level crafting professions.
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]What Not to Wear--HEP Values
So what gear is good for a shaman? What's the most important stat? Welcome to the world of Healing Equivalency Points or HEP. By assigning a numerical value to stats such as spell power, haste, crit, mp5 and intellect, you can use these values to select the optimal gear for your character and healing style.
Q: Should I always wear mail?
A: No
Q: What about armor and stamina?
A: This is for PvE, not PVP.
Q: Which is better?
[Epic Purple Shirt] or
[Sleeveless T-Shirt]
A: Please post your question and all similar questions
in this thread.
Q: Wait! I just want to play the game -- not do math. And this is my alt's off-off spec. Can't you just tell me some values or tell me what loot to get?
A:
| Default Values | |
| Spell Power | 1.0 |
| Mp5 | 1.0 |
| Intellect | 0.6 |
| Haste rating | 1.5 |
| Crit rating | 0.8 |
[Insightful Earthstorm Diamond] would have 102 HEP based on 50 mp5
WARNING: If you are a new shaman who recently leveled up, please visit your trainer to ensure you have the maximum ranks of all spells. If you have purchased the dual spec ability, only the spells of your current spec will be automatically updated on your spell bar when you visit the trainer. You may need to place the maximum rank of spells and totems of your second spec on your spell bar manually.
|
[top]Badge Basics
[Emblem of Triumph] - Heroic 5-man daily quest (2 per day)
- Onyxia 10 and 25 (3 each)
- Vault of Archavon - Koralon 10 and 25 (2 each). All other bosses drop Conquest
- 10-man or 25-man Trial of the Crusader raids
[Emblem of Conquest] = Everything else except non-heroic, 5-man dungeons. The non-heroic daily dungeon quest also rewards you with a Conquest badge.
Note: In Patch 3.3, Triumph will replace Conquest as the base badge. Emblem of Frost will become the top-level badge giving you access to Tier 10.
Now just to make things confusing, Blizzard left the
[Emblem of Valor] and
[Emblem of Heroism] in the game as currency to buy gear. However, you just convert Conquest into Valor or Heroism.
[top]What to Buy with Badges
TRIUMPH- [Totem of Calming Tides] – 25 Emblem of Triumph
- Tier 9 Chest – 75 Emblem of Triumph
- Tier 9 Gloves – 45 Emblem of Triumph
- [Band of the Invoker] – 35 Emblem of Triumph
- Tier 9 Helm (Elemental) – 75 Emblem of Triumph
- Tier 9 Shoulders (Elemental) – 45 Emblem of Triumph
CONQUEST- [Conqueror's Worldbreaker Headpiece]* –58 [Emblem of Conquest]
*Better than the cloth and leather helms from heroic 5-man ToC
The totem is the cheapest item you can buy with Triumph badges and gives you a static +234 spellpower. It’s your biggest bang per badge. Next, I recommend buying the chest. The chest is always loaded with the most stats, giving you the biggest boost to your healing (plus you can walk around looking like you now have Tier 9).
Next, buy the gloves. Why wait? Why not upgrade your gloves and then your chest? The answer: Koralon, the latest boss in the Wintergrasp instance.
10 man: Drops Tier 9 (ilevel 232) gloves and legs
25 man: Drops Tier 9 (ilevel 245) gloves and legs
So if you’re lucky, you’ll get your second piece of Tier 9 from Koralon, hopefully the gloves but wear anything to get the two-piece bonus.
[top]Starting Gear
Please note that many of the best drops for shaman in Trial of the Champion are not mail. They are often leather or cloth with spirit and spell hit. I strongly suggest explaining at the start that you would like to roll on some of the cloth and leather items because for some slots there is either no mail drop or these items are better than the mail drop.
In Patch 3.3, Blizzard is adding the Frozen Halls, three new 5-mans that drop Level 219 gear in normal mode and 232 on Heroic:
- Forge of Souls (FoS)
Bronjahm and Devourer of Souls
- Pit of Saron (PoS)
Garfrost, Krick & Ick, Tyrannus
- Halls of Reflection (HoR)
Falric & Marwyn, Lich King
Note: Trinkets listed by item level
[top]Best in Slot Level 258+
Have two pieces of Tier 9 -- either chest, gloves or shoulders. Add about 100 to 125 HEP for two-piece Tier 9 set bonus. Four-piece bonus is worth about 10 to 13 HEP (Yes, it's really that bad).
HEP values include epic gems but not set bonuses from tier pieces
Items were socketed using the following rules:
Blue =
[Quick King's Amber]
Yellow =
[Quick King's Amber]
Red =
[Reckless Ametrine]
Red + Yellow =
[Reckless Ametrine] +
[Quick King's Amber]
Red + Blue =
[Quick King's Amber] +
[Quick King's Amber]
Yellow + Blue =
[Quick King's Amber] +
[Quick King's Amber]
* Given the difficulty of getting the first two cloaks listed, this is the most viable BIS option, although it will also be much sought after by your DPS. I have chosen not to list the cloaks with spirit that drop in either the 10 or 25 Trail of the Crusader with all attempts remaining due to concerns about this list being somehow used to justify a shaman taking those items from a class that can use spirit.
** Shaman will normally want to wear
[Totem of Calming Tides], which is up nearly 100% of the time due to the 8 second internal cooldown and 70% chance to proc. However,
[Totem of Misery] can be useful in situations where you are spamming HW, such as Anub'arak, Phase 3. Shaman tend to run out of mana very quickly when spamming HW.
[top]Best in Slot Level 245 and Below
Have two pieces of Tier 9 -- either chest, gloves or shoulders. Add about 100 to 125 HEP for two-piece Tier 9 set bonus. Four-piece bonus is worth about 10 to 13 HEP (Yes, it's really that bad). HEP values based on epic gems but not set bonuses.
Note: Trinkets listed by item level
*Drop Healing Stream Totem to stack buff
**
[Merlin's Robe] (a BoE from tailoring) is technically better with a HEP of 97. However, it's extremely expensive to make and shaman with an elemental off spec will want the resto chest in order to wear the elemental helm and shoulders.
+ You can only chose one quest reward. Recommend taking the ring
[Starshine Circle]
++ A far better trinket than its item level indicates
+++ Shaman will normally want to wear
[Totem of Calming Tides], which is up nearly 100% of the time due to the 8 second internal cooldown and 70% chance to proc. However,
[Totem of Misery] can be useful in situations where you are spamming HW, such as Anub'arak, Phase 3. Shaman tend to run out of mana very quickly when spamming HW.
[top]Set bonuses
From the Argent Tournament Trial of the Crusader
Tier 9
2-piece bonus: Increases the healing done by your Riptide spell by 20%
4-piece bonus: Increases the critical strike chance of your Chain Heal spell by 5%
From Ulduar
Tier 8 Valorous Worldbreaker Regalia-10 and
Tier 8.5 Conqueror's Worldbreaker Regalia-25
2-piece bonus: Reduces cool down 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 9?
Switch to Tier 9 once you have the two-piece bonus, which reports have shown is valued at 100 to 125 HEP. In comparison, the four-piece bonus has been valued at 11 to 13 HEP.
The Tier 8 four-piece bonus is equal to 8.7% haste + 0.088% per 1% haste on gear (at additional mana consumption).
[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.
[top]Major Abilities
Chain Heal is the shaman’s most efficient heal, even when it doesn’t hit all three targets.
Chain Heal got significant buffs in Patch 3.2. Jump range increased to 12.5 yards, from 10 yards. Also, each jump reduces the healing done by 40%, instead of 50%.
Jumps to 3 targets (or 4 with a glyph). Jumps are based on who is missing the most health (by absolute value). 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 to four 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
[The Egg of Mortal Essence] 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,
[Je'Tze's Bell]
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
This is the largest heal shaman can cast. It takes 2.5 seconds to cast (3.0 seconds without talents). The talent Healing Way boosts the healing done by this spell by 25%.
[top]Lesser Healing Wave
This is the fastest but smallest heal a shaman can cast. In addition, Tidal Waves does not reduce the GCD and thus LHW throughput is capped by the GCD.
LHW is most powerful when shaman have
Glyph of Lesser Healing Wave and an Earth Shield on the target.
[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 2-minute cool down. 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) causes 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. Tidal Force has a 3-minute cool down.
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
* When you cast Chain Heal or Riptide, you gain a buff that reduces the casting time of your next two Lesser Healing Wave or Healing Wave spells.
* Your Lesser Healing Wave spell gains an additional 10% of your spell power, and your Healing Wave spell gains an additional 20% of your spell power. This effect is passive and completely independent of the Tidal Waves proc.
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
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.
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.
Replenishment: Restores 1.0% of maximum mana per 5 seconds. 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.
Blizzard finally added a totem UI to the game. You can now instantly drop 4 different totems on one GCD. It still costs the combined mana cost of all four totems. You can customize up tot three sets of 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
[top]Spell Haste
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 = 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
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.
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:
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/run hooksecurefunc("CooldownFrame_SetTimer", function(_, start, duration, enable) if start > 0 and enable > 0 then DEFAULT_CHAT_FRAME:AddMessage(duration) end end)
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For further information:
http://elitistjerks.com/f31/t12882-m...ks_what_means/
[top]Theorycraft
10 Int = 5.5 mp5 in a five-minute fight if you use Mana Tide and have 100% uptime on Replenishment
10 Int = 1.8 spell power
10 Int = 3.3 crit rating
- 10 Int = 1.8 spell power
10 Int becomes 12.1 Int with Kings and Ancestral Knowledge.
12.1 * 0.15 = 1.8 spell power (Nature’s Blessing)
- 10 Int = 3.3 crit rating
166.67 int = 1% crit
%1 crit = 45.91 crit rating at Level 80
12.1 Int = 3.3 crit rating
- 10 Int = 5.5 mp5
Initial mana pool. +181 mana (3 mp5)
Replenishment 100% uptime (1.8 mp5)
Mana Tide (0.7 mp5)
[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.
Using the HEP values of
mp5 = 1.0
Int = 0.7
Spell power = 1.0
[Insightful Earthsiege Diamond]
| Cast Time | mp5 | HEP |
| 3.0 | 40.0 | 54.7 |
| 2.5 | 46.2 | 60.9 |
| 2.4 | 47.6 | 62.3 |
| 2.3 | 49.2 | 63.9 |
| 2.2 | 50.8 | 65.5 |
| 2.1 | 52.6 | 67.3 |
| 2.0 | 54.5 | 69.2 |
| 1.9 | 56.6 | 71.3 |
| 1.8 | 58.8 | 73.5 |
| 1.7 | 61.2 | 75.9 |
| 1.6 | 63.8 | 78.5 |
| 1.5 | 66.7 | 81.4 |
[Ember Skyflare Diamond]
| Mana Pool | HEP |
| 20,000 | 43.7 |
| 21,000 | 44.6 |
| 22,000 | 45.5 |
| 23,000 | 46.5 |
| 24,000 | 47.4 |
| 25,000 | 48.3 |
| 26,000 | 49.3 |
| 27,000 | 50.2 |
| 28,000 | 51.1 |
| 29,000 | 52.1 |
| 30,000 | 53.0 |
| 31,000 | 53.9 |
| 32,000 | 54.9 |
| 33,000 | 55.8 |
| 34,000 | 56.7 |
| 35,000 | 57.7 |
[top]Useful Links and Addons
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.
[top]Notes for Raid Leaders
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 haste and spellpower on the item. It may still be a significant upgrade for the shaman even if it also has spirit or hit on it.
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 remains a party-only buff. In certain fights, a group may want a shaman for Tremor Totem or Cleansing Totem.