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07/16/10, 2:55 AM
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#1
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Great Tiger
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[Resto] Cataclysm Theorycrafting (Updated Oct. 13)
Welcome to the Cataclysm discussion and theorycrafting thread. The goal of this thread is to provide a centralized place for discussion of the Shaman Restoration spec and serve as a one-stop reference for any and all changes thereto. Please keep all WOTLK discussion to the relevant threads and use this thread for discussion of Cataclysm only. Please PM Philondra if you notice any spelling errors or factual mistakes.
Beta Testers: There is a lot of information that needs testing. Any and all data that you can provide is greatly appreciated. If you have logs but don't have the time to parse the data, PM Philondra.
Non-beta testers: As Cataclysm is still in Beta, talent trees and spell mechanics are not yet finalized, so any mathematical data provided in this thread is subject to change. Certain information, such as glyphs and mana costs at level 85, will not be available until later in the beta.
Everyone: Please keep the conversation constructive.
Spec-specific bonuses
Learned at level 10 upon choosing restoration as your specialization
- Earth Shield
- Purification (+healing)
- Healing Focus (pushback resistance; decreases casting time of Healing Wave and Greater Healing Wave by 0.5s)
- Meditation (mana regen from spirit while in combat)
Talent Changes
Removed Talents
- Improved Healing Wave (changed to a spec-specific bonus learned at level 10)
- Healing Grace
- Improved Reincarnation
- Healing Focus
- Tidal Mastery
- Healing Way
- Focused Mind
- Purification (changed to a spec-specific bonus learned at level 10)
- Cleanse Spirit (now baseline; cures curses only)
- Earth Shield (changed to a spec-specific ability learned at level 10)
- Improved Earth Shield
- Tidal Force
- Improved Chain Heal
Talents with Altered Functionality
These talents have been changed in significant ways beyond just number tweaks.
- Nature’s Blessing – Now increases the effectiveness of your direct heals on Earth Shielded targets (3.3.5: Increases your healing spellpower by a percentage of your intellect)
- Tidal Waves – No longer gives a passive bonus to the coefficients of Healing Wave and Healing Surge
- Totemic Focus -- reduced to two points, and also increases the duration of your totems by 20/40%. (Tier 2; 2 points)
- Blessing of the Eternals -- No longer grants a static buff to critical strike chance.
- Restorative Totems no longer improves the effect of Mana Spring Totem and instead improves the effect of Healing Rain by 15/30%.
- Mana Tide Totem no longer restores 6% to total mana every 3 seconds for 12 seconds. Instead, it increases the spirit of all party members by 200% for the duration. Cooldown reduced to 3 minutes. *Sept. 29*
New Talents
- Ancestral Resolve (Tier 1; 2 points) – Reduces damage taken while casting spells by 5/10%
- Spark of Life (Tier 1; 3 points) – Increases your healing done by 2/4/6% and your healing received by 5/10/15%
- Focused Insight (Tier 2; 3 points) After casting any Shock spell, your next heal’s mana cost is reduced by 25/50/75% of the cost of the Shock spell, and its healing effectiveness is increased by 10/20/30%.
- Improved Cleanse Spirit (Tier 5; 1 point) Empowers your Cleanse Spirit spell to also remove a magic effect from a friendly target.
- Telluric Currents (Tier 6; 2 points) Your attunement to natural energies causes your Lightning Bolt spell to restore mana equal to 20/40% of damage dealt.
- Cleansing Waters (Tier 4; 2 points; requires Improved Cleanse Spirit) When your Cleanse Spirit successfully removes a harmful effect, you also heal the target for X.
Notable Non-restoration talent changes/additions
- Ancestral Swiftness (Tier 2 Enhancement)
- Improved Shields moved from Tier 2 to Tier 1
- Ancestral Knowledge removed.
- Acuity (Tier 1 enhancement; 3 points) Increases the critical strike chance of all spells and attacks by 1/2/3%.
In-depth talent analysis *Sept. 22*
Legend:
* Required - This talent is one of the core building blocks of any effective Restoration Shaman build. It should not be skipped under any circumstances, as doing so would cripple your effectiveness.
* Recommended - This talent will be very useful to nearly all Restoration Shamans, but there are some edge cases in which it might be skipped. This assessment is mostly reserved for raid healing talents that a dedicated tank healer shaman could consider skipping in certain situations.
* Optional - This talent will be useful in some situations, but there are generally better places to spend points. This assessment is also given for tank healing talents that a dedicated raid healer shaman could consider skipping.
* Skip - Under no circumstances is this talent worth taking in a raid centric build.
Restoration Tree
| Talent Name | Recommendation | Analysis | | Ancestral Resolve | Optional | Can be useful as filler. Value increases in encounters with heavy raid damage. | | Tidal Focus | Required | Mana efficiency matters much more in Cataclysm than it did in LK. The large efficiency boost is difficult to overlook. | | Spark of Life | Required | A straight 6% boost to healing without any difficult conditions to meet. The additional healing received stacks multiplicatively (with 3 points, self heals are increased by 21.9%.) | | Improved Water Shield | Required | Our staple mana regeneration talent for all PvE content. Provides much more mana over the course of a typical fight than Mana Tide Totem by allowing mana regeneration to scale with crit rating. | | Totemic Focus | Optional | The only reason to take this talent is to increase the duration of Mana Tide Totem (nd perhaps Fire Elemental Totem, but with the recent change to Mana Tide Totem the additional mana gain may not be worth the talent points; check you own mana regen and ask yourself whether the talent points are best spent here or elsewhere. Benefits to totems other than Mana Tide and Fire Elemental can be ignored. | | Focused Insight | Optional | Don't think of this as strictly a DPS talent -- it's actually an incredibly powerful healing tool that happens to provide some damage. Helps handle burst damage if you are able to anticipate when the burst will come and have a GCD to spare beforehand. Use with Flame Shock for optimal mana efficiency. Note that the shock must actually hit for damage for the talent to proc, so try to shock a low-level add if possible. A strong talent, but it requires some work and luck to utilize it. | | Nature's Guardian | Skip | Mainly a PvP talent. Too situational to fit in a raid-centric build. | | Ancestral Healing | Required | Mainly useful for reducing incoming tank damage, but also situationally useful on the raid. Chain heal will often bounce to or be chained through tanks, making this pickup a no-brainer. Ancestral Healing and the Priest version (Inspiration) will overwrite each other, thereby allowing for maximum coverage. | | Nature's Swiftness | Required | Required to provide clutch healing to targets at critical health. Can also be used to cast a spell while moving and Spiritwalker's Grace is on cooldown. | | Nature's Blessing | Optional | This talent is mainly useful if you are casting Chain Heal through the tank or are otherwise filling a tank healer role. This talent drops off in effectiveness dramatically if you are assigned to heal the raid - the most common role for a Resto Shaman. This talent is, however, a good place to spend points if you need to get further down into the tree. | | Soothing Rains | Recommended | Highly Recommended for any shaman filling a raid healer role; has very little use for a shaman who is tank healing. Keep in mind the role you generally fill when choosing to take or skip this talent. | | Improved Cleanse Spirit | Recommended | If your raid leader never, ever assigns you to handle dispels, then you can conceivably consider skipping this talent. For 99% of Shaman out there, however, this is a mandatory pickup. | | Cleansing Waters | Optional | Requires Improved Cleanse Spirit. Generally more of a PvP talent, but can be useful on cleansing-heavy PvE encounters or if you are often your guild's designated cleanser. With two points, the heal is slightly stronger than the direct heal portion of Riptide, and scales accordingly. The decrease in mana cost is another nice benefit. | | Ancestral Awakening | Required | Requires 2 points in Ancestral Healing. A staple of our single target healing. Very versatile and not worth skipping under any circumstance. | | Mana Tide Totem | Required | Our main means of burst mana regen. Note that the mana regen effect only works on party members (not raid members), so make sure that you raid leader places you in a group with other mana users. | | Telluric Currents | Optional | In the current build, this talent may actually be a net mana gain; however, GC has stated this is not intended to be the case and final tuning will make Lightning Bolts mana neutral or only a slight mana loss. As such, this talent can be picked up if you overgear the content or on specific fights in which healers may be required to DPS for part of the encounter. | | Tidal Waves | Required | This talent is the cornerstone of Shaman healing, providing a solid HPS and HPM boost to Healing Surge and greatly increasing the HPS and general usability of Healing Wave and Greater Healing Wave. | | Blessing of the Eternals | Recommended | With two talent points, the Earthliving HoT will always apply on targets below 35% health. This talent is one of the weaker healing talents in the tree, as even on raid damage-heavy encounters with this talent Earthliving rarely surpasses ~10% effective healing. Still, the throughput boost is worth the talent point investment and skipping it should only be considered if you generally heal tanks rather than the raid. | | Riptide | Required | A single target, instant cast heal on a short cooldown (six seconds) that also sets up a more powerful Chain Heal to better handle incoming burst damage. Riptide is an incredibly versatile spell and there is never a good reason to skip it. |
Enhancement Tree
| Talent Name | Recommendation | Analysis | | Elemental Weapons | Recommended | The passive benefits do not scale with gear, but the improved Unleased Life portion does. Required to get down to Tier 2. | | Focused Strikes | Skip | Restoration will never use Primal Strike in a raid situation. Skip. | | Improved Shields | Required | Improves both our mana regeneration and the efficacy of Earth Shield. Even those rare Shaman who choose to go down the elemental tree should pick up this talent. | | Elemental Devastation | Skip | Intended for Enhancement Shaman. Skip. | | Flurry | Skip | Intended for Enhancement Shaman. Skip. | | Ancestral Swiftness | Recommended | Virtually mandatory for serious Restoration Shaman. The run speed offered by this talent is stronger than that offered by boot enchants and can help you avoid raid-wide damage quicker and easier. It also reduces the totel amount of time spent moving, letting you get back to healing ASAP. Note that this talent makes Ghost Wolf instant cast; now that Ghost Wolf is usable indoors, this talent gives all shaman a powerful escape mechanism. You need an extremely good reason not to put 7 points in enhancement for this talent. | | Totemic Reach | Optional | If you find your totems are often just out of range of the raid members, this talent could help; then again, why not just learn to place your totems better? |
Elemental Tree
| Talent Name | Recommendation | Analysis | | Acuity | Recommended | Provides a flat throughput and mana regeneration bonus (due to Improved Water Shield. Generally useful in both raid and tank-healing focused builds. | | Convection | Optional | Can help to provide better mana returns from Telluric Currents and lessen the impact of proccing Focused Insight. In the vast majority of cases, however, you'll see better use out of throughput-oriented talents. | | Concussion | Skip | Conceivably useful if there are fights where the healers have to DPS, but in almost no circumstances is this better than Acuity or worth giving up Ancestral Swiftness for. Skip. | | Call of Flame | Skip | Very rarely will Restoration be casting Lava Burst or Fire Nova in a raid situation. Leave this talent to the DPS Shaman. Skip. | | Elemental Warding | Skip | If you're down this far in the elemental tree, you're probably going for some Telluric Currents/Elemental Precision build for a theoretical fight in which healers need to DPS. This is a strong talent, but you don't have the points to go this far down into the elemental tree without missing something even more important. Skip. | | Reverberation | Skip | Can be useful if you like to abuse Focused Insight, but as with Elemental Warding you simply don't have the points to go down this far without missing something better. Skip. | | Elemental Precision | Optional/Skip | Again, in a theoretical fight in which you have to DPS, this talent can be useful. However, unless you are able to stand still the entire fight, you'll be better off going down the Enhancement tree for Ancestral Swiftness instead. Skip this talent and throw on some +hit trinkets/jewelry. |
Talent Calculators
MMO-Champion: WoW Talent Calculator - Sigrie
Wowhead: Talent Calculator - World of Warcraft
Recommended Builds (a work in progress)
* Raid healing (3/7/31 - Talent Calculator - World of Warcraft) -- A useful all-purpose raid healing build. Grabs all raid healing talents on the way down to Riptide. 2/2 Totemic Focus is taken for the boost to Mana Tide. 2/3 Nature's Blessing is filler -- this can be replaced with Cleansing Waters or Ancestral Resolve as you see fit. Focused Insight is taken for its utility as a powerful burst healing cooldown on a short timer. Ancestral Swiftness is non-negotiable for any serious raider. Acuity in the elemental tree is filler and can be replaced with utility in the resto tree if desired.
* Tank Healing (3/7/31 - Talent Calculator - World of Warcraft) -- Very similar to the above build, switching out one point in Blessing of the Eternals for the third point in Nature's Blessing. 3/3 Nature's blessing is a definite requirement for a tank healing build; if you want utility talents such as Ancestral Resolve, drop 2/2 Soothing Rains (a very poor tank healing talent) before you drop Acuity.
New Abilities
Altered Abilities
- Chain Heal - Now hits 4 targets baseline (up from 3) and each bounce is 30% less effective (down from 40% less effective).
- Lesser Healing Wave has been renamed to Healing Surge.
Mastery (Learned at level 75) *Sept. 22*
Deep Healing – Increases the potency of your direct healing spells by up to 20%, based on the current health level of your target (lower health targets are healed for more). Each point of mastery rating further increases the bonus by up to 2.5%.
* Mastery increases in effect linearly, from a 0% boost at full health to the full value listed at 0% health. See the full post by ThoSenk for details. *Sept. 22*
Glyphs
Characters may equip 3 Prime Glyphs, 3 Major Glyphs, and 3 Minor Glyphs. As always, further information is greatly appreciated. Only those Glyphs which are potentially viable in a raid-centric Restoration build are listed.
Prime Glyphs- Earthliving Weapon - Increases the effectiveness of your Earthliving weapon's periodic healing by 20%. (Old: Increases the chance for your Earthliving weapon to trigger by 5%.)
- Earth Shield - Increases the healing of your Earth Shield by 20%
- Riptide - Increases the duration of your Riptide by 40%.
- Water Shield - Increases the passive mana regeneration of your Water Shield by 50% (Old: 30% increase)
Major Glyphs- Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%. (Old: Your Chain Heal heals 1 additional target.)
- Ghost Wolf - Your Ghost Wolf spell form grants an additional 10% movement speed.
- Healing Stream Totem - Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 150. (Old: Your Healing Stream Totem heals for an additional 20%.)
- Healing Wave - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
Minor Glyphs- Arctic Wolf - Alters the appearance of your Ghost Wolf transformation, causing it to resemble an arctic wolf.
- Astral Recall - Cooldown of your Astral Recall spell reduced by 7.5 minutes.
- Renewed Life - Your Reincarnation spell no longer requires a reagent.
- Water Breathing - Your Water Breathing spell no longer requires a reagent.
- Water Walking - Your Water Walking spell no longer requires a reagent.
Miscellaneous Information
Tier 11 Set Bonuses
- 2-piece: Increases the critical strike chance of your Healing Wave spell by 5%.
- 4-piece: Whenever you cast Riptide, you gain 540 Spirit for 6 sec.
Healing Spell Costs and Coefficients*Oct. 13*
Costs include 3/3 Tidal Focus.
| Spell | Cost | Coefficient | | Healing Surge | 5946 | 0.604 | | Healing Wave | 1981 | 0.302 | | Greater Healing Wave | 6607 | 0.806 | | Chain Heal (initial heal) | 3744 | 0.320 | | Earth Shield (per charge) | 4183 | 0.152 (1.37 total) | | Riptide (direct heal) | 2202 | 0.234 | | Riptide (HoT) | - | 0.075 | | Earthliving Weapon (HoT) | - | 0.058 | | Healing Stream Totem (per tick) | - | 0.083 | | Cleansing Waters (2/2) | 3280 | 0.282 | | Healing Rain (per tick) | 10130 | 0.083 | | Unleashed Life | 1640 | TBD |
Miscellaneous Mechanics Information (a work in progress) *Sept. 22*
Ancestral Awakening *Sept. 29*
* The heal continues to have a slight delay of ~0.5-1 seconds.
* Unlike indicated by the tooltip, only heals for 27% of the initial crit.
* Double dips from Spark of Life. At 3/3 Spark of life, will heal you for 32.91% of the original heal or someone else for 28.6% of the original heal.
* Still incapable of critting or proccing Earthliving.
* Does not proc off Unleashed Life.
Cleansing Waters
* The heal takes place immediately as the effect is removed; there is no delay as with Ancestral Awakening.
* Can crit, but does not proc Ancestral Healing, Ancestral Awakening, or Earthliving.
Earthliving *Oct. 13*
* As of the latest build, is properly affected by both haste and crit.
Focused Insight
* Does not proc from Wind Shear.
* Requires the shock to actually hit the target for damage. Misses will not proc Focused Insight, nor will shocking immune targets.
Glyph of Healing Wave *Sept. 29*
* Remains capable of critting
* Crits do not proc AA or Ancestral Healing (Unchanged from WOTLK).
Healing Rain
* Affected by both crit and haste.
* Crits will proc Ancestral Healing.
* Each tick has a chance to proc Earthliving.
Riptide *Sept. 29*
* The HoT portion now benefits from haste and crit.
* HoT crits do not proc AA or Ancestral Healing. This is likely by design.
To Be Tested/Confirmed
- Does Wind Shear count as a shock spell for the purposes of Focused Insight? (probably not, but still worth checking out)
- Base Mana pool at 85
- Cost of all relevant spells at level 85
- Spirit regeneration formula at level 85
- Does Ancestral Awakening continue to double dip from percentage-based healing modifiers?
- [soDoes Ancestral Awakening proc off Unleashed Life crits?[/so]
- The wording of Nature’s Blessing implies that it works on targets with any Earth Shield, not just your own. Is this the case?
- How do our percentage based healing modifiers (Spark of Life, Focus Insight, and Unleash Life) interact with each other? Are they multiplicative or additive? How do they interact with Ancestral Awakening?
- How does Healing Rain work (i.e. max number of targets before falloff, cap on total healing done per tick, radius of the ability, etc.)
- Are Healing Wave and Greater Healing wave 3.0s cast for Restoration, or did the cast time reduction from Improved Healing Wave get rolled into the Restoration Shaman specialization bonuses?
- Does the new Totemic Focus give Mana Tide Totem an extra tick?
Update Log
July 16 –- Thread started
July 17 -- Added information learned from the July 16 Twitter Q&A
July 21 -- Added changes from the latest build (12539)
July 23 -- Added changes from the latest build (12604)
Aug. 2 -- Updated Mastery description, added miscellaneous information, and provided a sample raiding build. Thanks to everyone who sent PMs with information.
Aug. 5 -- Added changes from the latest build (12694)
Aug. 8 -- Added miscellaneous information.
Sept. 2 -- Added new glyphs, Totem of Tranquil Minds, and several minor talent changes.
Sept. 10 -- Added changes from the latest build (12942)
Sept. 12 -- Added preliminary talent analysis, added several recommended talent builds, and updated our Deep Healing mastery with scaling information.
Sept. 22 -- Added ThoSenk's mastery testing, updated Mana Tide Totem,updated analysis for several optional/recommended talents in the Restoration tree, and added a new section for miscellaneous mechanics information.
Sept. 29 -- Added changes from the latest build (13066). Updated crit/haste scaling for Riptide (Earthliving still untouched).
Oct. 13 -- Added info on spell costs and coefficients. Updated Earthliving to note that it now properly scales from haste and crit. Thanks to everyone who posted and sent information.
Last edited by Philondra : 10/12/10 at 6:40 PM.
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07/16/10, 11:46 PM
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#2
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Von Kaiser
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Twitter Q&A Link

Healing general
Q. Some of the new talent trees for healers seem to emphasize a style of "mana regeneration by dealing damage." Is that intentional? If so, why?
A. Yes. In almost any situation, there are periods where heals are not urgently needed 100% of the time. Today, you probably just cast heals anyway in case someone takes damage, since mana doesn’t matter much. But if mana did matter, the “right” thing to do would be to do nothing. Talents such as Telluric Currents provide an active way to recharge mana while contributing damage.
Q: Do you expect anyone, alts or new players, to level as a healer specialization? Do you think locking them to Holy or Restoration early is bad?
A. We expect leveling with as DPS will probably always be more efficient, just because killing things is faster than surviving longer while you kill things. Furthermore, we don’t want the healing specializations to be as good at killing things or the DPS specialization not to have a role. We do, however, think we can make leveling as a healer more enjoyable than it is today. Also, it will be a lot easier to use Dungeon Finder to level as a healer.
Restoration Specific
Q. Will Spirit Link make a return after all? Ghostcrawler mentioned he'd like to bring it back, but no sighting of it yet.
A. Anything’s possible, but at this point it isn’t looking good for our beloved talent…. If we changed it to be an absorb or a different sort of mechanic, then it wouldn’t be the iconic Spirit Link that we all remember from Warcraft III. But that core damage-sharing mechanic poses major design and balance challenges (e.g. does a rogue really want to start taking damage suddenly because the shaman in his group decided to link him to the tank?).
Q. How does Deep Healing work? Will it heal severely less at high health that it is difficult to keep a target at a safe level of health?
A. No, view it as a perk that boosts your heals when that extra healing is most needed. It’s a class-specific bonus, so healing overall won’t be balanced around the expectation that Deep Healing applies.
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I don't personally have much to say on the dps talents. I have thrown some dps spells out there on occasion when time and mana allowed but I don't know if these talents will make me do it more often.
I think the big news of course is that it's unlikely that spirit link will make cataclysm. It's disappointing because the spec could use a damage mitigation cooldown and while it's true that spirit link wouldn't have been the same as the WC3 spell I'm not sure that would have been all the big a problem for the class (lots of WC3 spells are pretty different in WoW from their RTS equivalents).
I am happy to hear that the plan is for the Deep Healing mastery to just be a bonus effect. Still a little worried about how it will be balanced to benefit our class without pushing us towards the "wait for more damage so my heals are up to par" trap that could manifest if the class is overbalanced around the mastery.
Last edited by Horac : 07/17/10 at 12:29 AM.
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07/17/10, 12:29 AM
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#3
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Great Tiger
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Spirit Link had similar problems in the WOTLK Beta during those few builds in which it was doing anything at all. It was replaced with Riptide very, very late in the process when it became clear that it just wasn't a fixable problem.
I agree that we lack a healing cooldown, whether survivability-centric ability like Guardian Spirit/Pain Suppression or sustained throughput-centric like Avenging Wrath/Tree of Life. Tidal Force currently doesn't adequately fill that role, especially with the 50%+ crit we are typically running in raids today, but some kind of tweak to the ability could give it a similar niche. I wonder if Tidal Force's removal was intentional or if it was a data bug like the unintentional removal of Power Infusion and Typhoon.
Looking at the talent trees a bit closer, I wouldn't be surprised to see Restorative Totems removed/replaced because of the "no talents that buff a buff" philosophy.
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07/17/10, 11:18 PM
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#4
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Glass Joe
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Something I noticed that hasn't been covered in the listed changes is what has happened to the elemental resistance totems?
Currently there is a spell listed on mmo-champion.com "Elemental resistance totem" but only lists fire resistance on the current tooltip. I am curious as to whether all resistance totems will be rolled into this or will it be merely a substitute for the resistance currently associated with mark of the wild/blessing of kings.
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07/18/10, 9:46 AM
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#5
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Glass Joe
Draenei Shaman
Proudmoore (EU)
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I guess this must be an inconsistency in the tooltip.
I've tested this on the european Beta Server and the Totem increases nature- fire- and frost resistance.
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08/02/10, 5:59 AM
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#6
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Von Kaiser
Troll Shaman
Draenor (EU)
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Originally Posted by Philondra
Does Wind Shear count as a shock spell for the purposes of Focused Insight? (probably not, but still worth checking out)
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Tested on 12644: the Focused Insight buff is only procced from a genuine "shock" spell (Flame, Earth, Frost) and not by Wind Shear. Not really unexpected and does save us having to macro it into every spell.
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08/03/10, 4:37 AM
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#7
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Glass Joe
Tauren Shaman
Kilrogg (EU)
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Not sure if this is the right place, apologies if not.
I know most current thoughts are to put points in enhance tree. but i guess there is still potential unknowns about gameplay in cata e.g. how important is resto CC, DPS (for mana, boost)
so just in case a quick question, if a resto specs elemental precision do they get BOTH the hit and the mana regen from the resto baseline?
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08/03/10, 9:59 AM
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#8
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Great Tiger
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Originally Posted by Shakkraa
Not sure if this is the right place, apologies if not.
I know most current thoughts are to put points in enhance tree. but i guess there is still potential unknowns about gameplay in cata e.g. how important is resto CC, DPS (for mana, boost)
so just in case a quick question, if a resto specs elemental precision do they get BOTH the hit and the mana regen from the resto baseline?
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The spirit-based hit rating granted by Elemental Precision does not "turn off" meditation-based spirit regen, if that's what you're asking. Mechanically, it's identical to Enhance's Mental Quickness talent on live - just substitute "spirit" and "hit" for "AP" and "SP".
Put another way, if you are a Restoration shaman who has spent 3 points in Elemental Precision, you will gain spirit-based in-combat regen from Restoration's Mediation passive as well as 100% of your spirit as hit rating due to Elemental Precision.
No max level content is available on live so it's not possible to say with 100% certainty, but it's very difficult to think of a scenario where getting 3/3 Elemental Precision would be worth losing 2/2 Elemental Weapons and the sheer utility of 2/2 Ancestral Swiftness. It's possible that we'll see some Leotheras the Blind-style encounter in which healers have to DPS, but unless such an encounter requires zero movement we'd be better off swapping in some +hit rings/trinkets.
Given Ghostcrawler's posts on the official forums it's safe to say that the intent of Telluric Currents is for us to be able to put out some DPS during a lull in the action, in heroics, or on farm fights, not for us to use the talent as a mana regen mechanic. I wouldn't be worried about our regen being balanced around throwing lightning bolts.
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08/05/10, 4:06 AM
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#9
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Great Tiger
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I have updated the OP with some of the changes from the latest build (12694), However, I left out one change that is most likely a datamining error -- MMO Champion's talent calculator is showing that Ancestral Knowledge (5/10/15% maximum mana) has been replaced with a talent called Acuity, which increases the critical strike chance of all spells and attacks by 5/10/15%. This talent is very over budget and goes against the Cataclysm design philosophy, so I have purposely left it out.
The new Totemic Focus may see some use in a raiding build if it lets Mana Tide get an additional tick, otherwise it remains weak. Again, we will have to see what a typical mana pool will be at level 85 before we can do any quantitative analysis, but it's something to keep on the radar. Somewhat related to this, I expect that in the next couple patches we will see a rework of Restorative Totems, as the boost to Mana Spring feels very outdated.
Last edited by Philondra : 08/05/10 at 4:27 AM.
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08/05/10, 5:28 AM
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#10
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Great Tiger
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Originally Posted by Philondra
I have updated the OP with some of the changes from the latest build (12694), However, I left out one change that is most likely a datamining error -- MMO Champion's talent calculator is showing that Ancestral Knowledge (5/10/15% maximum mana) has been replaced with a talent called Acuity, which increases the critical strike chance of all spells and attacks by 5/10/15%. This talent is very over budget and goes against the Cataclysm design philosophy, so I have purposely left it out.
The new Totemic Focus may see some use in a raiding build if it lets Mana Tide get an additional tick, otherwise it remains weak. Again, we will have to see what a typical mana pool will be at level 85 before we can do any quantitative analysis, but it's something to keep on the radar. Somewhat related to this, I expect that in the next couple patches we will see a rework of Restorative Totems, as the boost to Mana Spring feels very outdated.
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Acuity is definitely in the elemental tree (tier 1, column 1).
It's a 3 point talent but it only increases crit chance for all spells and effects by 1%/2%/3%.
(Logged into my pre-made shaman on beta)
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08/06/10, 5:15 PM
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#11
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Glass Joe
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Totemic focus
Was testing this on the beta, with 2/2 in totemic focus mana tide ticks 6 times instead of 4.
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08/07/10, 4:57 AM
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#12
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Von Kaiser
Troll Shaman
Draenor (EU)
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Confirmed, Totemic Focus grants extra ticks to Mana Tide. You also get a 2:48 duration Fire Elemental, which could be fun!
Acuity works just like Thundering Strikes on live so could be a nice point dump for early resto when 3% extra crit is a significant amount of mana regen.
Speaking of mana regen, at level 80 on the beta my regen is 2000 mp5 while casting and self-buffed - a massive increase of over 1500 over live. I'll be checking this as I level because at the moment it is possible to chain cast Chain Heal and never go oom - especially with Mana Tide returning 2000 mana per tick for a total of 12k mana with 2/2 Totemic Focus.
Oh, and the answer to your question "Are Healing Wave and Greater Healing wave 3.0s cast for Restoration, or did the cast time reduction from Improved Healing Wave get rolled into the Restoration Shaman specialization bonuses?" is that the first Restoration specialisation bonus (Healing Focus) is 70% less pushback and reduces cast time of Healing Wave and Greater Healing Wave by 0.5 secs (resulting in them having a 2.5 secs base cast time). On beta at 80 I am getting 1.7 secs cast time unbuffed, 1.19 secs with Tidal Waves and 0.991 secs with Riptide T10 bonus + Tidal Waves (all with Wrath of Air down and 40%/1300 haste). Basically cast times are broadly comparable to live at level 80.
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08/07/10, 3:24 PM
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#13
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Von Kaiser
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The mana regen seems to be a bug tied into Int. Swapping out my weapon with 56 spirit lost me 11 mp5, swapping out my shield with 80 int and 56 spirit lost me 82 mp5.
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08/09/10, 5:14 PM
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#14
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Glass Joe
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I can provide a couple of details for healing rain, you target it with the green marker, just like far sight except the radius is smaller, only 10 yards. With 3132 SP it ticks for about 640, to give a frame of reference, my healing stream ticks for 487, I was trying to drop it on some folks dueling in front of Org, it would seem the healing drops when more folks are underneath the template however I couldn't get them to sit still to run any real tests. However it can crit (907) and can apply earthliving.
Also tried out cleansing spirit, heals for ~3140.
I'm happy to run some tests if folks want to send me the parameters and I'll reply with the combat logs
Last edited by moosecall : 08/09/10 at 9:57 PM.
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08/27/10, 11:12 AM
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#15
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Glass Joe
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Since cleansing spirit has a healing coefficient, should it be added to the table at the top?
Also, is it possible for people on Cataclysm to put gear on/off and try to get a feel for how the coeff's there compare to the ones on live?
Thanks to everyone for their testing and reports thus far! Great stuff!
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08/28/10, 1:04 PM
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#16
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Great Tiger
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Originally Posted by ortliebj
Since cleansing spirit has a healing coefficient, should it be added to the table at the top?
Also, is it possible for people on Cataclysm to put gear on/off and try to get a feel for how the coeff's there compare to the ones on live?!
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I'll add the Cleansing Waters suggestion in the next update, but keep in mind that it's going to be very difficult to get any details on spell coefficients until a future build fixes the bug involving transferred characters having phantom talents (i.e. free points in talents that were removed from the game or otherwise altered). This makes it very difficult to accurately test coefficients, mana regenerate rates, and other forumula that require large amounts of raw data and/or modeling, as different shaman may have different phantom talents and there is no easy way to tell which ones a character may or may not have.
The thread has gone without updates for a couple weeks because of very little new information for Restoration other than the addition of Totem of Tranquil Mind as a counterpart of Concentration Aura and a post by GC regarding the inevitable removal of our Restorative Totems talent. GC also mentioned in a related post that the talent trees we are looking at are rather different than the ones currently available in the Beta.
That being said, I have several qualms with our talent options as they currently stand. First, the tree as a whole goes against their stated goal of being unable to go 31 points into a tree without picking up some optional utility talents. Even if we ignore Telluric Currents, Focused Insight, and Cleansing Waters as optional utility, we still end up with 31 mandatory throughput/regeneration talents ( WoW Talent Calculator - Sigrie). Replacing Restorative Totems with a utility talent would free up two points, but as things stand I am unable to pick up *any* utility/fun talents, e.g. Ancestral Resolve or Cleansing Waters.
Second, even though above I treated Focused Insight as an optional talent, in reality it feels like a mandatory PvE healing cooldown because the effect is too strong to ignore. Even worse, it shares a lot of design space with Unleashed Life. Both abilities have short timers and let us trade a GCD and some mana now for a stronger burst heal in the near future. Assuming the two stack, a shaman could trade two GCDs for a ~69% increase in a future healing spell. That's pretty significant for dealing with burst damage on a reliable timer (think of abilities like LK's Soul Reaper or BQL's air phase). Finally, the stacking must occur in the order of Unleashed Life--> Shock --> Heal, or else the Unleashed Life's initial heal will consume the Focused Insight effect. There are just too many odd interactions to keep two abilities that both compete for the same design space.
Third, the Acuity talent in Elemental feels like a talent intended for all three specs, but it feels very uninspired. It essentially reads "Increases the critical strike chance of every ability capable of a critical strike." Talents like Cruelty in the warrior Fury tree were changed from a blanket +critical chance to increasing the critical strike chance of specific iconic abilities. I wonder if a similar treatment would feel more compelling than the current state of affairs.
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09/01/10, 4:50 AM
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#17
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Glass Joe
Draenei Shaman
Blade's Edge (EU)
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[unconfirmed]
Chain Heal - Heals the friendly target for 3,111 to 3,245, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Prioritizes healing most injured party members. Each jump reduces the effectiveness of the heal by [With][Without]Glyph of Chain Heal[20%][30%]. Heals 4 total targets.
source: Nihilum.eu
That is an interesting change, don't you think? My first idea was: WTF, chain heal is party-only? But after second reading I realised how powerful this change is:
- 4 targets as a baseline
- "bounce penalty" reduced from 40% to 30% (20% with glyph?)
- and finally: when raid leader assigns us to heal our own party, we can finally do that effectively
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09/01/10, 8:21 AM
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#18
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Glass Joe
Goblin Shaman
Daggerspine (EU)
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Correct me if you see this another way, but I understand it as if you cast it on anyone in your party, it will jump to own party members only. How about casting on someone outside your own party, does it then jump to that party only, or does it act normal (jumping between parties)?
Good sides: Yes, nice if you have to heal your own party only. Which imo is a bad way to assign heals. Unless you spend alot of time sorting the groups proper.
Bad sides: any fights where massive raid damage is needed to be healed, id rather have chain heal to always act like a smart heal.
Never the less, yes a fun change, calls for more awareness on the healers side. 
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09/01/10, 9:04 AM
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#19
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Struck by Diax's Rake
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Chain heal has always had this funny wording. If you are in a raid, mentally replace the word "party" with "raid." The restriction only really matters in outdoor combat, such as group questing or world pvp. For example if you are fighting in the Wintergrasp battle and your faction comprises 2 raid groups, a heal cast on someone in your raid won't bounce to the other one. (But a heal cast on someone in the other raid will bounce to anyone in either group.)
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09/01/10, 9:14 AM
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#20
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Great Tiger
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As a quick aside to Jessamy's post, Chain Heal will also not bounce to temporary pets (labeled as "Player's Guardian"), even if they are in your raid or party. This is only really useful to know if you need to heal up your fire elemental for some reason -- Chain heal will bounce properly to your party/raid if you chain through the elemental, but the elemental is not a valid target for a secondary bounce.
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09/01/10, 11:28 AM
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#21
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Piston Honda
Night Elf Druid
Destromath
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Originally Posted by Roo
- "bounce penalty" reduced from 40% to 30% (20% with glyph?)
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Apparently there were some glyph changes this beta patch: Glyph of Chain Heal - Spells - Sigrie
"Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%."
Kind of confusing. Wouldn't the bounces be reduced if the initial was reduced?
This one is cool too: Glyph of Grounding Totem - Spells - Sigrie
"When your Grounding Totem absorbs a spell, it attempts to reflect that spell on its caster, but the cooldown of your Grounding Totem is increased by 45 sec."
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09/01/10, 4:17 PM
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#22
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Struck by Diax's Rake
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Some numbers: 1000 + 600 + 360 + 216 = 2176 (live, glyphed)
1000 + 700 + 490 + 343 = 2533 (new beta version)
900 + 720 + 576 + 461 = 2657 (beta, glyphed) Same, but target only needs 500, anything more is overheal: 500 + 500 + 360 + 216 = 1576
500 + 500 + 490 + 343 = 1833
500 + 500 + 500 + 461 = 1961 So whether you consider overhealing or not, you need to hit 3 targets for the glyph to be a healing gain. If hitting 4 targets, the glyph provides a ~5% raw throughput gain, and a ~7% gain in my simplified overhealing example.
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09/02/10, 5:12 AM
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#23
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Great Tiger
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The OP has been updated with some of the more recent changes. As always, let me know if you spot an error or have some additional information/data.
I'm convinced that the new Chain Heal glyph is much, much stronger than the unglyphed beta version. One of the most basic tenets of Resto Shaman theorycrafting since TBC is that the Chain Heal bounces are always more efficient than the initial targeted heal for three reasons. First, the initial heal is generally more likely to be overheal because it heals for more than the damage received from a typical source of raid damage. Second, the smart bouncing effect means that subsequent bounces always go to the most needy raid members. Third, Chain Heal's slow casting time means that the initial heal is susceptible to being heal sniped. Even though the raw numbers between the glyphed/unglyphed Beta versions are virtually identical, the glyphed version has a more favorable distribution.
Last edited by Philondra : 09/02/10 at 5:17 AM.
Reason: I missed the change that made Chain Heal hit 4 targets baseline
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09/09/10, 8:49 PM
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#24
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Glass Joe
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MMO-Champion has posted some major changes from a new internal build.
A lot of Resto changes:
* Lesser Healing Wave seems to have been renamed Healing Surge
* Improved Chain Heal is dead (yay!)
* Restorative Totems changed, now buff Healing Stream and Healing Rains
* The crit chance has been removed from Blessing of the Eternals
All in all, the changes seem to have opened up more opportunity to spec into some of the fun, optional utility talents.

Elemental
Stoneclaw Totem deal and absorb effect reduced by 50%.
Chain Lightning now has a 3 sec cooldown, down from 6 sec.
Earthquake base damage increased by 55%. Now has a 10% chance to knock down the targets (down from 20%). Lasts 8 sec, down from 10 sec. Mana cost changed to 60% of base mana, down from 86% of base mana. Cooldown removed.
Storm, Earth and Fire renamed to Earth's Grasp - Grants your Earthbind Totem a 50/100% chance to root nearby targets for 5 sec when cast.
Lava Flows now also increases the the periodic damage of your Flame Shock by 20/40/60%
Totemic Wrath is now a Tier 5 talent, up from Tier 4.
Elemental Precision now increases damage instead of your chance to hit.
Enhancement
Stormstrike now increases your chance to critical strike the enemy with Lightning Bolt, Chain Lightning, Lightning Shield and Earth Shock spells by 25% for 15 sec instead of increasing nature damage by 20% on the target.
Windfury Weapon - Unleash Weapon now lasts 6 swings or until 12 sec, instead of a flat 12 sec.
Ghost Wolf speed reduced from 40% to 30%.
Maelstrom Weapon no longer affects Lava Burst.
Restoration
Cleansing Waters base healing increased from [ 1916 to 2075 ] to [ 2634 to 2970 ]
Tidal Waves no longer affects Lesser Healing Wave. Now affects Healing Surge.
Telluric Currents is now a Tier 5 talent, down from Tier 6.
Improved Cleanse Spirit is now a Tier 4 talent, down from Tier 5.
Nature's Blessing is now a Tier 3 talent, down from Tier 5.
Improved Chain Heal is gone.
Restorative Totems renamed to Soothing Rains - Increases the amount healed by your Healing Stream Totem by 25%, and your Healing Rain spell by 15/30%.
Blessing of the Eternals is now a Tier 6 talent, up from Tier 4. No longer icnreases the critical chance of your spells.
Nature's Guardian is now a Tier 2 talent, down from Tier 4.
Ancestral Awakening is now a Tier 5 talent, up from Tier 3.
Improved Water Shield no longer affects Lesser Healing Wave. Now affects Healing Surge.
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09/10/10, 7:34 AM
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#25
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Great Tiger
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Updated with information from the latest build. The removal of Improved Chain Heal is a welcome change, and the shuffling around of various talents makes it possible to specialize in either tank healing or raid healing. I suspect that most Shaman will continue to be placed in raid healing roles, but picking e.g. 3/3 Nature's Blessing over 2/2 Soothing Rains might make sense for Shamans who are tank healing in, say, a 10-man raiding guild.
Last edited by Philondra : 09/14/10 at 10:18 AM.
Reason: Fixed a readability issue
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