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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
Talent Changes Removed Talents
Talents with Altered Functionality These talents have been changed in significant ways beyond just number tweaks.
New Talents
Notable Non-restoration talent changes/additions
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
Enhancement Tree
Elemental Tree
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
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
Major Glyphs
Minor Glyphs
Miscellaneous Information Tier 11 Set Bonuses
Healing Spell Costs and Coefficients*Oct. 13* Costs include 3/3 Tidal Focus.
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
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. |
Twitter Q&A Link
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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. |
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. |
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. |
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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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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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. |
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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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) |
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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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. |
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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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 |
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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