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[Resto] Raiding 4.1 - updating for 4.3

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#1 Aanzeijar


    Von Kaiser

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Posted 10 April 2011 - 01:37 PM

Following Jessamy's call this will be a new iteration of the "Cataclysm Raiding and Discussion" thread. As most people I mainly raid one format (currently 25mans) so, if you spot something that's missing for the other format, drop me a note. Also I am not a native speaker, so don't hesitate to correct spelling or unusual wording if you spot it.

If you need to abbreviate my name, Aanze is just fine, thank you.

Newfound Vigor - 4.3 in a nutshell

  • The talent Ancestral Healing has a new mechanic that increases your targets maximum health by 10% of your heals for 15 seconds. It doesn't stack with other shamans and is capped at 10% of the targets original maximum health. Riptide ticks refresh it, so be doubly sure that you always have a Riptide rolling on tanks. In other situations the talent should work by itself.
  • Riptide's periodic healing got buffed by 50% and Wind Shear now has 15s cooldown.
  • The orc racial Blood Fury now increases spell power rather than only spell damage.
  • Wind Shear is now at 15s cooldown. No more excuses from the rogues to get us to interrupting.
  • got nerfed by about 50%. You can finally look for a different trinket.
  • now works with healing and will be the best throughput meta gem available, most likely the best overall.
  • now procs on HoT ticks including Healing Rain, which makes it slightly better than before for us. (R41#319)

I'm on my elemental alt and need to fill in for our missing healer in 5 minutes. Help!

This section will give you a recommendation for starting out at diamond compression level. No explanations, no alternatives. Read later sections for that. Please don't reply with recommendations based on advanced strategies. These are starting points for people without experience.

Talents: 2/7/32
Glyphs: Riptide, Earth Shield, Earthliving Weapon, Chain Heal, Healing Stream Totem, Healing Wave
Items: Don't wear cloth or leather. Get good set bonuses. Get higher item level. Prefer spirit items.
Gems: , , ,
Enchants: Heartsong on weapon. Int on everything else where possible. Best haste/crit/mastery enchant where not.
Consumables: Flask of Draconic Mind, Severed Sagefish Head, Mana Potions
General spells: Keep totems up. Keep your Water Shield up. Keep Earth Shield up. Keep Riptide on cooldown. Communicate which totems are needed. Use your Mana Tide. Use your trinkets. Remember you've got Spiritwalker's Grace and Nature's Swiftness if you're in a tight spot. Remember you've got instant Ghost Wolf. Remember you are able to dispel, kick and purge. Use Unleash Wepon only on Chimaeron Massacre and during movement.
How to heal tanks: Heal with Healing Wave, switch to Greater Healing Wave if the tank drops. Avoid Healing Surge.
How to heal raid: Save your mana with Healing Wave in phases without much damage. Use Healing Rain and Chain Heal in damage phases. Learn to anticipate those on each boss.

Your roles as a shaman

More important than anything else: Do not mistake 10mans for 25mans or vice versa. For shamans they are different worlds and throwing them together will lead to total confusion. Always tell others wether you are raiding 10mans or 25mans, and if normal modes or hard modes.

Shamans have always been the jack of all trades, master of nothing class. Since our arguably overpowered apex in sunwell, Blizzard has taken extreme care to not let that happen again. So contrary to other classes, there is no one true way to play resto shaman, but a set of vaguely defined roles in your raid that seem to work well. You will almost never do one of these roles alone, but knowing about them will help you identify spots where you fit.

The raid healer

In the minds of the average raid leader shamans are raid healers. Your role here is to provide the necessary HPS to keep the whole lot of non tanks alive. Healing Rain is the shaman's great AoE heal, and scales well if five or more people are standing in it. You can only ever cast one of these, so you can fill the rest of time with our signature spell, the Chain Heal. Earthliving Weapon procs will be a significant portion of your healing on 25mans. But there is a downside to this. If DPS do not watch to stand in your Healing Rain, you will waste tons of mana without actually healing someone. Also your Chain Heal is useless if the raid is spread out and takes random spot damage, like on Halfus heroic or in the later stages of Ascendant Council. These constraints are usually more of a problem on 10mans, but can also affect you in 25mans if your raid does not mind your weaknesses.

The tank healer

Throughout WotLK paladins were the tank healer period. Now this role can be filled by every healer to a certain degree, including shamans who turn out to be very good at it. Earth Shield and Ancestral Healing provide a passive buffer to the tank, and Greater Healing Wave is the single strongest tank healing spell in the game. Your weakness here is the Tidal Waves buff. You can not have it up all the times, and without it your heals are drastically weaker. Also shaman do not have a lot of instant heals so you will have a harder time healing the tank if you need to move a lot. Also paladins remain more efficient when healing more than one tank because of their Beacon of Light mechanic.

The mana battery

Mana Tide post 4.0.6 scales for every healer in your raid with your spirit. Your spirit is their mana. Always keep that in mind when deciding on gear or strategy. Placing your Mana Tide should always be done to profit the raid, not your personal mana bar. Talk with your fellow healers when the first Mana Tide is most useful, and then remember to place it, even if you don't need the mana yourself. place it so that all healers are in range.

4.2 drastically reduces Mana Tide, but even then it remains the strongest mana cooldown in the game when seen on the entire mana pool of the healers.

The backup healer

Since shaman have little wind-up time for their strongest heals (as opposed to druids or discipline priests for example), but cannot sustain them without having time to regenerate mana in phases with few healing needed, you can think of yourself as the joker for your raid. Heal all out when necessary, heal nothing or regenerate using Telluric Currents else. This will also ensure you're getting your worth from our mastery which performs poorly when used to top people off. The downside is that it is much harder to anticipate when you need to switch styles.



  • 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 - There are very few circumstances in which this talent is worth taking in a raid centric build.

Restoration Tree

[TABLE] Talent Name|Recommendation|Analysis
Ancestral Resolve|Recommended|Optional at first, it gets better and better towards the end of the content, where heavy raid damage occurs.
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%).
Resurgence|Required|Better replacement talent for Improved Water Shield in 4.2. Still our staple mana regeneration talent for al 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|Required|Longer Mana Tide alone is worth this talent. Fire Elemental get increased to 2:48 (CT#12)
Focused Insight|Skip|The original guide recommended this, but in the time since then it has mostly fallen out of favor. If you want to overcharge a heal, Unleash Elements does that job without needing to spec into it, but does not work on Healing Rain.
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|Recommended|Due to a bug this only gives 15% at the moment. This talent is mainly useful if you are a tank healer or casting Chain Heal through the tank. This talent drops off in effectiveness dramatically if you are assigned to heal the raid.
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 you never have to dispel magic effects, then you can consider skipping this talent. For most shamans out there, however, this is a mandatory pickup.
Cleansing Waters|Optional|Requires Improved Cleanse Spirit. Generally more of a PvP talent, and there are not many dispel fights out there at the moment. The decrease in mana cost is nice though.
Ancestral Awakening|Recommended|Requires 2 points in Ancestral Healing. While decent in 10mans it's a lackluster in Chain Heal and Riptide heavy 25mans. Expect about 5-9% of your healing in 10mans and 1.5-3% in 25mans.
Mana Tide Totem|Required|Our main means of burst mana regen. Note that the mana regen effect works on raid members, so make sure all the healers are in range when you drop it.
Telluric Currents|Optional|This talent is a constant source of discussion. Taking it means drastically adjusting your play style. Read the section later on for details.
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|Optional|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. Note that with Chain Heal, the proc chance will only be increased to 21.25%. On 10mans you will probably get even less mileage out of it. Still if you are a raid healer, spend your points here.
Riptide|Required|A single target, instant cast heal on a short cooldown 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

[TABLE] Talent Name|Recommendation|Analysis
Elemental Weapons|Recommended|The passive benefits do not scale with gear, but the improved Unleashed 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|Reccomended|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 any 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 total 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. Unfortunately there are reasons like that.
Totemic Reach|Optional|If you find your totems are often just out of range of the raid members, this talent could help; Especially on fights like Staghelm or Ragnaros increased radius of your Healing Stream resistance aura might be helpful.

Elemental Tree

[TABLE] Talent Name|Recommendation|Analysis
Acuity|Recommended|3% crit are 3% crit. Taken. Especially after 4.2.
Convection|Optional|Can help to provide better mana returns from Telluric Currents. Only take it if you need to get into Tier 2.
Concussion|Optional|Will at a certain point get you more return from Telluric Currents than Convection, but will not affect shocks for Focused Insight.
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|Optional|This is a strong talent, and if you want to give up Ancestral Swiftness for it, you'll likely have a reason.
Reverberation|Skip|Can be useful, you need to give up too much better stuff to get down here. Skip.
Elemental Precision|Optional|Again, this is a strong talent, as 2 points will get you near or over the hit cap for purges, dispels, Focused Insight shocks, and Telluric Currents Lightning Bolts. Read later sections for insight on this talent. Since 4.1 Focused Insight also procs on missed shocks, and Wind Shear cannot miss anymore, so this will mostly be for Telluric Currents builds.

Talent Builds

There is currently no one and only resto build. Whatever you do, do not just copy a build blindly from a fellow shaman without considering his decisions first. There may be vast differences in your play styles. If you design your build, these are the questions at hand:

  • Do you raid 10s or 25s? Spell composition is different for those. Ancestral Awakening is next to useless in 25mans (R41#69), but can be as much as 10% of your healing in 10mans (R41#71). Earthliving will make up a large percent of your healing in 25mans, but only a small fraction in 10mans.
  • Do you want Telluric Currents? Not an easy question. See the Telluric Currents section for details. Both playstyles are possible in all progression stages.
  • Do you need to get into Elemental Tier 2? Ancestral Swiftness is a very strong talent, and you should only give it up if you gain something really good from an Elemental subspec. Elemental Precision builds were pretty common in 4.0.6, but since 4.1 neither can our Wind Shear miss, nor does Focused Insight need to hit to trigger. With this it gets reduced to a pure Telluric Currents build, which is still strong if you can make use of it. If you do not have Telluric Currents, there is not much point for you to choose Elemental Precision.
  • Do you want Focused Insights? It can be a strong talent if used correctly, but unfortunately its use is limited to Healing Rain spam on Beth'tilac in Firelands.
  • Are you raiding hardmodes? Ancestral Resolve gets stronger with more incoming damage. Most specs linked below do take the points for Ancestral Resolve, but for most normal modes these can be redistributed.

Here are some sample specs for your convenience. Try to understand the patterns, and make your own. Sample specs for 25mans generally all take Blessing of the Eternals, but may lose points in Ancestral Awakening. 10mans vice versa. 25mans optionally drop Ancestral Healing. All Elemental Precision specs take 2/3, as more is generally overkill at decent spirit values. Concussion is taken over Convection as most players will reach the breakpoint of 8800 lightning bolt damage eventually.

25man classic: |3/7/31 |Enh subspec, 2/3 AA, -FI, -TC, +AH, +AR, +Acuity.
25man Raid Healer: |0/7/34 |Enh subspec, -AA, +FI, +TC, +AH, 1/2 AR, -Acuity.
25man Pure Raid Healer |3/7/31 |Enh subspec, -AA, +FI, +TC, -AH, +AR, +Acuity.
25man EP Raid Healer |7/2/32 |Ele subspec, -AA, +FI, +TC, +AH, +AR, -ICS, +Elemental Weapons,
10man classic: |3/7/31 |Enh subspec, -FI, -TC, +AR, +BotE, +Acuity
10man Jack of all Trades:|2/7/32|Enh subspec, +FI, +TC, -AR, -BoetE, 2/3 Acuity
10man Sniper: |7/2/32|Ele subspec, -FI, +TC, +AR, +BotE, +Elemental Weapons


Prime Glyphs

|Recommended|The increased time will make your Riptide one of your best HPM heals. On 10mans next to required.
|Recommended|Only skip this if there is no chance you will ever have your Earth Shield on a tank.
|Optional|Next to required on 25mans. Worth less on 10mans where Earhliving will contribute less to your overall healing.
|Optional|The flat boost to mp5 is about the same as the extra cost of casting unglyphed Riptide more often (citation), but if you can do without Earth Shield or Earthliving use this.
|Skip|Very situational useful for pure mana battery dps builds. Skip unless you know exactly what you are doing.
|Skip|In theory nice to charge mana while moving, but there is currently no fight where you have to move for so often and so long to justify a prime slot for this.

Major Glyphs

|Recommended|Hit 3 targets, and the glyph will make Chain heal stronger than before (citation). Why would you cast Chain Heal if you don't hit 3 targets?
|Required|A lot of encounters feature elemental damage, and you will most likely cast Healing Stream Totem even without this glyph. Only skip this if your 10mans raid has no paladin and favors Concentration Aura or Mana Spring Totem.
|Optional|You've got instant Ghost Wolf? With this you've got a better instant Ghost Wolf.
|Optional|Very valuable early on, but diminishes on heroic encounters, where you will be casting fewer and fewer Healing Waves. Also note that druids don't like it if you heal yourself over 50% on Chimaeron.
|Recommended|Valuable if you want to shield yourself from a predictable burst and very mana efficient unless you have to recast another Earth Totem afterwards. (TODO math)
|Optional|Very situational for Conclave of Wind heroic, but not worth the trouble otherwise.
|Optional|Very useful while gearing up in 5mans, completely useless in raids.


Stat Ratings

If you must have stat ratings, use these. But keep in mind, that if you do, you only fool yourself. There are no stat ratings.

Spell power|83
Haste rating|60
Crit rating|60
Mastery rating|60

If you are smart enough to read this sentence, then consider these values completely arbitrary (see the stamina value). The gist of resto shaman gearing still is the same as in the first section. Don't wear cloth or leather because the 5% bonus to intellect is so strong. Get set bonuses if they are strong. Get higher item level because those items have more intellect. Prefer spirit items because then you will have more spirit compared to reforging for spirit. If this sounds easy to you, well, it is. The hard job is choosing your favorite secondary stat. And for that, you will not get an easy answer. Do read on.


Intellect is the main stat. Get lots of it. And then get more. It directly converts to spell power. It is part of the regen formula and slightly boosts the value of spirit. It converts weakly into crit. It gives you a bigger mana pool which again boosts your regen.


Spirit is the main regeneration stat. It's the strongest stat for that by far. Although it is technically a secondary stat it is important enough for us to be treated as a primary stat. Acceptable spirit levels for T13 range from as low as 1800 to nearly 4000 depending on your raid size and composition, difficulty, and your role and mana management skills. There is no one answer. Get as much as you think you need, then stop.

Intellect vs. Spirit

Whenever you get the chance to boost one of them, you should do so. Intellect is derived from item level, so the only way to boost it is to get better gear or gem/enchant for it, the latter of which you should generally do. Spirit is a regular secondary stat and can be reforged, but you should look for gear with native spirit on it. Certain trinkets have very strong spirit procs, for example and . In those cases where you have to decide between intellect and spirit you will want intellect.

Previous versions of his entry recommended Heartsong over Power Torrent as a weapon enchant. The both have a similar budget of around 126-130 stat points (#342), but the Heartsong proc has a higher uptime and is more reliable. It also scales with Mana Tide. As of T13 this distinction is mostly a matter of personal preference, and shamans who will have to play hybrid as elemental will want Power Torrent on their best weapon to be used for both specs.

One exception was to gem and enchant everything possible into spirit, essentially turning yourself into a mana battery for other healers. This tactic was popular before the purification buff in cutting edge 25man raids. The practice was already out of favor in late T11, and the changes to Mana Tide in 4.2 have completely killed off any value in doing so.


Haste is the main throughput secondary stat. It comes with the side effect of negative mana regeneration, because you will burn your mana faster with more haste. At lv85 we need 128.057 rating for 1% haste. All direct heals (Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal) are affected directly by haste. For those it is the strongest thoughput stat by a large margin. As haste will also reduce the global cooldown, it will have full effect on the cast time of all your instant casts. Hot effects however will not scale as well with haste. The hot portion of Riptide and Healing Rain and all Earthliving procs will get additional ticks at certain breakpoints. These breakpoints are affected by Wreath of Air (+5%), being a goblin (+1%) and having Dark Intent (+3%) from a warlock. These are the first few breakpoints for each combination.

Riptide glyphed: 21 sec
8 |913 |260 |130 |- |-
9 |2745 |2005 |1858 |1573 |1431
10|4574 |3747 |3583 |3264 |3105
11|6399 |5481 |5303 |4951 |4776

Earthliving weapon duration: 12 sec
5 |1602 |916 |780 |516 |385
6 |4805 |3967 |3798 |3478 |3317
7 |8000 |7009 |6817 |6432 |6242

Riptide unglyphed: 15 sec
6|1280 |609 |476 |218 |90
7|3844 |3051 |2894 |2589 |2437
8|6399 |5484 |5303 |4951 |4776
9|8967 |7930 |7725 |7326 |7127

Healing Rain (HR +1 initial tick, see SQ&A#103)
6|1279 |608 |475 |217 |88
7|3842 |3049 |2892 |2587 |2435
8|6401 |5486 |5305 |4954 |4778
9|8964 |7927 |7722 |7323 |7124

These values are derived from Keldion's Warlock DOT Haste Spreadsheet. The most prominent of these are the 608 breakpoint for a 7 tick Healing Rain, and the 780/916 for 5 ticks Earthliving. If you are near one of these breakpoints and have a healing style that makes use of the affected spells, it might be a good idea to target them.

Do not overvalue these breakpoints though. While the first ones are strong and easy to get, #183 has an example calculation that puts the 916 breakpoint at less than 150 HPS. Especially on 10man where you don't have as much Earthliving uptime you can almost ignore these. On 25mans the Earthliving effect will take a larger portion.

For Firelands hardmode raiders the 1858/2005 breakpoint of Riptide may be interesting, as Riptide tends to be a large portion of healing 10mans. The large loss in mastery and crit will mean a massive loss in mana efficiency though. With lower gear, these are too hard to achieve and should be ignored. The DOT clipping mechanic does apply for our Riptide though. If you refresh a Riptide with only the last tick remaining, the remaining time will get added to the new Riptide, essentially voiding the breakpoint. If you roll Riptides on one or two tanks most of the time, this greatly reduces the value of Riptide breakpoints for you (R41#197).

It has been suggested to aim for a second Healing Rain breakpoint (commonly 2892 or 3049) for Dragon Soul hardmodes but no actual data supports this yet. (R41#290 TODO: backup with live data)

Note that the goblin racial is 1% haste (1), not haste rating. Ratings get summed up before being converted into a haste percentage, so the racial is actually stronger than 128 rating.

According to Maltese, Gift of the Naaru scaled with haste as well (CT#69). This was apparantly changed when changing Gift of the Naaru to a percentage base heal.

[1] Actually it's casting speed and not haste. haste would increase regeneration for energy/focus/runic power classes, which it does not.


Crit is a hybrid stat that affects all heals you have in one or more ways, and also comes with a small mana regeneration component via Improved Water Shield. It will also proc Ancestral Fortitude and Ancestral Awakening. The regeneration component is roughly 3-5 times weaker than pure spirit for comparison (#47, R41#146). At lv85 we need 179.28 rating for 1% crit. In terms of throughput crit will be generally weaker than both Haste and mastery for spells that are affected by those, but stronger than haste for single target healing in 4.2. Almost all of your spells can crit though. R41#146 shows that after 4.2 crit is stronger than a mix of haste and spirit. Still, keep in mind that critting is unpredictable and you cannot rely on a crit when the tank drops.

Do not overvalue crit based talents other than Improved Water Shield. A single Riptide on the tank will generally keep Ancestral Fortitude up most of the time, regardless of your gear. Ancestral Awakening will very rarely exceed 5% of your overall healing unless you are tank healing in 10mans hardmodes.

A common misconception is that haste is more valuable for Telluric Currents. Haste is in theory slightly better in spam situations, but in actual combat situations the time gained through haste will very seldom be enough to get off another lightning bolt. You will only start casting heals again faster and gain no extra mana (R41#329).


Mastery is a throughput stat that grows stronger the lower the health of your healing targets is. It affects all heals since 4.1, and most before that. If your target is at 1 HP you will get the full benefit out of your mastery, and at 30% you will get 70% out of your mastery. Healing someone at 90% health will get you only 10% out of your mastery.

A common misconception is that mastery makes your heals smarter and thus saves mana. This is incorrect, as you will spend that mana anyway, but possibly will have to heal less later. The smarts stay with you. Also keep in mind, that if you keep healing someone, you will effectively get only half the benefit out of your mastery, because heals on the target when near full will cancel your mastery gains when healing near death (#250). At lv85 we need 179.28 rating for 1 mastery.

Since mastery scales with the percentage of health the raid has, it is possible to calculate breakpoints of health levels where 1 mastery rating is equal to 1 rating of other stats. You can read a brief history of this discussion in these posts: #20, #28, #33, #143, #160, #250, #301, #312, #316, #322. The rough breakpoints for mastery to beat the other stats in #322 were further updated in R41#4 for 4.0.6 spell coefficients, R41#240 fixes an error in the calculations, and R41#115 updates them again for the 4.2 crit changes:

Health Breakpoint|Comment
66.7% | crit with modifier 1 (multi target 4.2)
53.3% | haste
46.7% | crit with modifier 1.6 (single target 4.2)

Spells with .95 crit modifier are all spells affected by Ancestral Awakening, as the extra 30% crit healing equate to 1.5 * 1.3 = 1.95. In 4.2 spells crit for 200% instead of 150%, so the single target multiplier is 2 * 1.3 = 2.6. These breakpoints have been shown to be not fixed, and will move down a little with higher level gear (#316). You can find an example simulation of the workings in post #322.

Note that these are purely based on throughput. The mana returns from crit and additional mana cost for haste is not included.

Haste vs. Mastery vs. Crit

Just to be clear: No stat is bad. No not even crit. All three are very close for shamans since 4.2. (R41#326)

Finding your favorite in these three depends on a lot of factors. As opposed to other classes, there is no easy HEP chart anymore. Every stat has it's strengths and weaknesses. In terms of raw throughput haste beats both mastery and crit on average. Mastery gets the strongest stat by far when everyone is low, which is arguably when you need those big heals. Haste burns your mana faster, crit returns mana, mastery is neutral but does nothing for Telluric Currents. A lot of effects do not scale with haste or mastery (see "What affects what?" section).

Following is a list of situations where combinations of stats has proven useful. All of these will value intellect higher than everything and will value spirit over everything else until "enough" for the current content is reached.

Stat Priority|Situation
916(780) haste > mastery | This priority is fairly often promoted in guides. It takes the first breakpoint for every HoT and reaches very high mastery levels. Very mana effective and very good if your raid is often low.
2005(1858) haste > rest | This aims for the second breakpoint of Riptide. The large haste level will give you very good burst healing even when the target is not low. This can be good for Beth'tilac, where the raid will get healed to full quickly until it's too much to take for the healers. Your high haste levels will also enable fast snipe and tank healing when Chain Heal is not applicable, like on Baleroc. A downside is that this requires very good gear unless you are willing to sacrifice spirit.
mastery = crit | Pure tank healers will value efficiency over everything else. Since Earthliving and Healing Rain do not contribute to tank healing, the haste breakpoints are meaningless. Mastery will boost your healing when you need it, and high crit levels will give you the 100k+ healing when you need it more often. Although crit will stay random, a crit will allow you to delay your next heal, thus saving mana. Very powerful if played with a druid who can roll a lifebloom on your tank.
916(780) haste > crit | On farm raids players will play better than before, and the raid will rarely drop to low health levels. This devalues mastery to a point where crit is a better substitute.

At this point you will have to decide for yourself. Run a few raids, make a log, have a look at your spell composition. have an open eye for the health levels of your raid. If you find that your raid is topped very quickly after incoming damage, your mastery is better spent in crit. If you struggle to keep your mana up, maybe you should cut down on haste and take mmore efficient stats. If you struggle with people dying before your heals land, maybe you need more haste. If your Earthliving is only 5% of your overall healing, maybe you can ignore the 916(780) breakpoint.

TODO: provide better pointers to find throughput estimates and mana estimates for each stat.


Meta Gems

There are currently three meta gems available.

Gem|Effect|Throughput Estimate*|Regen Estimate*
|3% crit effect, 54 intellect | ? | ? (R41#296)
|54 intellect, 2% inital mana| 66hps |54-84mp5
|3% crit effect, 54 crit | ? | ? (R41#296)
|3% crit effect, 54 spirit | 140-200hps | 42-44mp5 + 7mp5/player
|21 intellect, ~65mp5 | 26hps | ~74mp5

* - These estimates are very rough and should give you an order of magnitude. Don't quote them without doing the math for your gear, raid, and target boss.

See #164ff and CT#119ff for discussion. Most will take for its balanced throughput and regen over Insightful. At epic gear levels the mana gain of Insightful is only slightly better than Ember in a 6 minute fight. Revitalizing provides slightly less mana, but is interesting for its superior throughput. R41#212ff has a discussion about Ember vs. Revitalizing.


Note: this is only roughly rated at best. All major trinkets should be present, but only one version, usually normal mode for epic trinkets and heroic mode for blue trinkets, will be listed. See R41#37 for a spreadsheet to rank them for your favorite stats. For 4.2 trinket analysis, have a look at Jadeira's blog: Totem Forest - Resto Shaman Trinkets in 4.2.

[table=head]Trinket|ilvl|Boosts Mana Tide (1)|Comment
| 390/403/416 | no | new in 4.3 (4)
| 390/403/416 | yes | new in 4.3 (4), additionally 286/323/364 static intellect, see R41#300, R41#301
| 384/397/410 | no | new in 4.3 (4)
| 384/397/410 | no | new in 4.3 (4), proc scales with spellpower, procs on hot crits, ~20s ICD (5)
| 384/397/410 | yes | new in 4.3 (4)
| 384/397/410 | no | new in 4.3 (4)
| 378 | no | new in 4.3 (4)
|378/391 | no | see Jadeira's blog for analysis, procs on HoT ticks since 4.3 (R41#299).
|378/391 |no| expect about 300 HPS, procs from HoTs, 45s ICD, can crit, does not scale with mastery
pre 4.3 |379 |no| Regen estimate is about 800 mp5 pre 4.3, and about 400 mp5 after
|359 |yes| extremely strong for it's item level, on par with the 372 trinkets
|359/372 |no|1 minute internal cooldown makes it better than
|359/372 |yes|
|365 |no |
|378 |yes|
|378/391 |no|
|378/391 |no|
|365 |no|
|359 |yes|
|359 |no|Very strong for it's ilvl, 4200/12 = 350mp5. Beware, can open sheep
|359 |no| see (3)
|359 |no|
|359 |no|Although not our favorite stats, usable as a healer.
|359/372 |no|Unlike Jar the Use Effect does not prevent the stacking buff, and a single Flame Shock will keep it up.
|333/346 |no|comparable to Heart of Ignacious for healer.
|66 |no|Anywhere from 0 to 300 mp5 depending on luck. (2)
|333/346 |no|
|359/372 |no|
|346 |no|
|346 |no|
|359/372 |no|
|333/346 |yes|
|333/346 |no|
|333/346 |no|
|359 |no| see (3)

  • This means the trinket has something out of the box that makes Mana Tide stronger. If you reforge or gem for spirit, that will be additional worth.
  • Best case scenario is when you can drop mana tide while the trinket procs, but don't be selfish about it. According to Jessamy 1-3 procs per fight, very random. Napkin math for Jessamy's gear (lv355) says: If I can get dragon regen for Mana Tide even once a fight, that's 14447 in-combat mp5 for 15s. Subtract 1170 base regen for a level 85 shaman, and divide by 2 for meditation, and that's 19915 bonus mana from a timely blue dragon mana tide, or ~277 mp5 over a 6 minute fight. At level 85, 1 spirit yields about 1 mp5 out of combat, so 277 mp5 in combat is about 550 spirit.
  • The bonus on is about 55 mp5 on a 6min fight. A is 82.5 mp5, and a is 122 mp5.
  • 4.3 trinkets are not ranked at all yet. I just provide them for completeness.
  • http://elitistjerks.com/f73/t124011-resto_gear_discussion_4_2_firelands/p7/#167 ff

TODO43: need more math for Shard of Woe post patch

Set Bonuses

Bonus | Comment
2pcT11 | Funny at start, next to useless later.
4pcT11 | Extremely valuable. Depending on your play style you can expect about 30-70% uptime of the buff. Scales with Mana Tide.
2pcT12 | Early estimates put this at about 310-350 mp5 (R41#104ff). It will be stronger than our 4pcT11 for personal regeneration, but does not scale with Mana Tide.
4pcT12 | Highly anticipated in 25mans, 10mans remain sceptical as CH is hard to use in current 10man settings.
2pcT13 | After using Mana Tide Totem, the cost of your healing spells are reduced by 25% for 15 sec.
4pcT13 | Restoration, 4P -- Increases the duration of Spiritwalker's Grace by 5 sec, and you gain 30% haste while Spiritwalker's grace is active.

Spells and Talents

Standard Spells

Every healing class nowadays has at least a cheap, a fast, and a large heal. So do shamans.

Healing Wave is the cheap heal. It's HPS are weak, but you will quickly reach a spirit point where Healing Wave is essentially free to cast or will even generate you mana (#22). With the you will heal yourself for a portion of every Healing Wave, which is especially nice in heroic 5mans. Unfortunately the higher incoming damage forces healers in later progression stages to mostly drop Healing Wave in favor of stronger but more expensive heals. This is especially true if you are specced into Telluric Currents as the time you'd be casting a low HPS could be spend to regenerate a little mana.

Greater Healing Wave is the large heal. Best single target HPS regardless of Tidal Waves effect. Since the Healing Surge nerf this will be your primary single target spell once you grow out of Healing Wave. In combination with our mastery this is on of the strongest single target spells in the game.

Healing Surge is the fast heal. Designed to be expensive, the recent 20% nerf makes it virtually useless for PvE. Do not cast this spell unless you are sure the extra second to cast a Greater Healing Wave would kill the target and no other healer can help out.

(TODO: provide pointers to HPM and spreadsheets)

Non Standard Spells

Riptide is a talent that gives shaman an instant heal. The duration can and should be glyphed to 21 seconds. If you cast Chain Heal on someone with a Riptide HoT, it is consumed and the Chain Heal is increased by 25% on all jumps. Only a direct Chain Heal will consume Riptide, not the jumps. Chain Heal from other shaman will not consume your Riptide. The 4pcT12 bonus prevents Riptide from being consumed too. For single target spells Riptide gives you 2 charges Tidal Waves, which will improve your next 2 Healing Wave, Healing Surge or Greater Healing Waves. The 4pcT11 bonus will grant you 540 spirit for 6s after casting Riptide, which makes this spell even stronger. Crits from the HoT portion will trigger Ancestral Fortitude. It is our second most mana efficient spell after Earth Shield.

Riptide is one of our strongest heals and in the current content you should strive to use it as often as possible for all of its side effects.

Chain Heal is the shaman signature heal, a very efficient smart AoE heal even if it doesn't hit all 4 targets. Jumps are based on who is missing the most health (by absolute value) which makes Chain Heal very good for stacking Mastery (CT#82). 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 four jumps. The healing done to the next target is based on the non-crit healing done. Crits from chain heal will proc Ancestral Fortitude. Shaman's Fire and Earth Elementals are guardians and 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 (CT#20). Many trinkets will proc based on a "direct healing spells". Each jump of chain heal is considered a direct heal. Other trinkets proc based on "each spell cast." In those cases, the jumps do not count as separate spells.

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. (TODO this still the case?)

As a rule of thumb only cast chain heal if you have a decent chance to get the third jump out of it. It is slightly less efficient than single target heals when healing two targets and weak when healing single target.

Healing Rain is the other AoE healing ability of shamans. It is the strongest HPCT spell in the shaman's arsenal. Like most HoTs it gains additional ticks on certain haste breakpoints, see the Haste section for these. Since 4.1 Healing Rain works with Focused Insight, but will receive only 24% due to a known bug. Due to another known bug the initial tick and every tick gained from haste will not receive bonuses from Focused Insight.

If you are on group heal duty, this is one of your strongest tools.

Unleash Elements. Due to a bug the next direct heal is only buffed by 16/24% (without/with Elemental Weapons talent) instead of 20/30%. Usually the wasted global cooldown is not worth the trouble, but it has a niche while moving or when anticipating massive single target damage. If you have time to plan ahead you can Unleash, then cast a large heal like Greater Healing Wave or Chain Heal, and queue a Riptide before the heal finishes. Your Unleash will then benefit both the direct heal, the direct component of your Riptide and the HoT portion of your Riptide, making it a very strong combination (#30). Unleashing does not wok with Healing Rain.

Earth Shield

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 (TODO: still?). 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. (TODO this still correct?) Earth Shield healing interacts strangely with talents that boost outgoing healing like Spark of Life or Divinity of Paladins. The Earth Shield as a spell is buffed by the shamans talents, but each heal itself is again affected by such talents of the shielded player. As such paladins for example get 6% more healing than warriors.

Another strong reason to shield someone is to get the increased healing from Nature's Blessing on them. Due to a bug this is only 15% instead of 18%, but it's still worth the trouble.

Other Talents

Shamans have relatively few direct spells compared to other classes but make up for that with additional mechanics tied to these spells.

Ancestral Awakening

Each time you crit with Healing Wave, Healing Surge, Greater Healing Wave, Riptide, or Unleash Life, you instantly heal the raid member with the lowest percentage of health within 40 yards for 30% of the amount healed, calculated after crit and mastery including any overhealing. As of Patch 4.1, previous issues with the percentage seem to be fixed and the heal is once again 30% flat. Ancestral Awakening cannot crit and will not proc Earthliving. (TODO instantly? wasn't there a delay?)

Ancestral Awakening percentage of your healing will seldomly exeed 8-10%, and will only reach this much if you are purely on single target duty.

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 and gives you a flat healing power bonus.

Earthliving will proc off:
Riptide, Healing Wave, Lesser Healing Wave, any bounce of Chain Heal, and any Healing Rain ticks. The proc has no internal cool down and can potentially proc off every such heal, but all Healing Rain and Chain Heal have a greatly reduced proc chance.

Earthliving will not proc off:
Healing Stream Totem, Earth Shield, Ancestral Awakening, or Glyph of Healing Wave.

Tidal Waves

When you cast Chain Heal or Riptide, you have a 100% chance to lower the cast time of your Healing Wave or Greater healing Wave spell by 30% and increase the critical effect chance of your Healing Surge spell by 25%, until two such spells have been cast. This effect will make or break these three spells, so be sure to keep an eye on it.

Spiritwalker's Grace

Spiritwalker's Grace is a cooldown that allows us to keep on casting while moving, jumping or getting thrown around. The duration was increased to 15s in 4.0.6. It may be cast while casting other spells, but there is a known bug that Healing Rain will get interrupted when Spiritwalker's Grace is cast (R41#20).

Mana Tide Totem

Mana Tide was reworked in 4.0.6 to affect the whole raid and provide 400% of the casting shaman's spirit for it's duration. The duration can be talented to last longer, which you should do. In exchange for that it no longer is affected by "short-lived spirit buffs". This was done to prohibit popping 2k spirit trinkets together with Mana Tide, but in reality certain effects still count:

  • Heartsong Weapon enchant does count. (#211)
  • The 4pcT11 bonus does also count. (#211)
  • does count (#186)
  • does count (#186)

If you want to know how much of your spirit will work for other healers, #179 has some easy napkin math on that. For each 250 spirit on your gear, each additional healer will gain 91 spirit over the course of a boss fight if you put down your Mana Tide on cooldown. So (purely academically) giving you a heroic Jar for 580 permanent spirit affecting your Mana Tide while having 5 other healers in your raid boosts the mana regeneration of your raid by 580 * (1 + 5*91/250) = 1635 spirit.

In case you are wondering: Mana Tides do stack (#233).


What affects what?

(raw version taken from #50)

Spell \ affected by/can proc|Mastery|Haste|Unleash|Focused Insight|Earth Shielded|Ancestral Awakening|Ancestral Fortitude|Earth Living|Ancestral Vigor (6)
Riptide Direct |X |X |X |X |X |X |X |X |X
Riptide HoT |X |(1) |X |X |X (2) |- |X |- |X
Chain Heal |X |X |X |X |X |- |X |X |X
Unleash Life |X |X |- |- (5) |X |X (3) |X |X |X
Healing Rain |X |(1) |- |X |- |- |X |X |X
Earthliving HoT |X |(1) |- |- |- |- |X |- |-
Earth Shield heal |X |- |- |- |- |- |X |- |-
Healing Stream |X |- |- |- |- |- |- |- |-
Ancestral Awakening Procs |- |- | - |- |- |- |- |- |-
Cleansing Waters |? |- | ? |? |? |? |? |? |-
Glyph of Healing Wave |? |? | ? |? |? |- (4) |- (4) |- |-

  • only at certain breakpoints. See Haste section for these
  • check occurs on Riptide cast
  • see CT#40, fixed in 4.1
  • see CT#43
  • new in 4.1
  • thanks to Rakshasa for testing this

TODO: Verify and complete all of this

Base Stats

These are the stats of a naked 0/0/0 resto specced lv85 draenai shaman, see CT#68.

Health| 38397
Mana| 25235
Stamina| 148
Intellect| 139
Spirit |158
Spell Power| 129
Haste| 0%
Crit| 2.42%
Mastery| 8
Mana Regen| 1202
Combat Regen| 1187 (1171 without Meditation)


Costs include 3/3 Tidal Focus. Coefficients updated by Amilie, method for determination in R41#3.

In those cases where the coefficients calculated by Amilie matched those reported by Horpti on his guide in at least two significant digits, the values are taken from there, needing confirmation.

[TABLE]Spell|Cost|Coefficient|Coefficient Talented|Base Heal [1]|Base Heal Talented[1]|Comment
Healing Surge |5946 |0.4831 |0.6402 |4803 |6365 | added 2011-05-19, verification pending
Healing Wave |1981 |0.402 | | | |
Greater Healing Wave |6607 |0.9672 |1.2816 |9606 |12728 | last verified 2011-05-10
Chain Heal (initial heal) |4404 |0.3535 |0.4216 |3515 |4192
Earth Shield (per charge) [2] |4183 |0.1949 |0.2066 |2124 |2252 | see R41#83
Earth Shield (total) [2] |4183 |1.7541 |1.8594 |19166 |20268 |
Riptide (direct heal) |2202 |0.2380 |0.3153 |2363 |3133 | (Amilie reports 0.234 here)
Riptide (HoT) |- |0.075 |0.0994 |745 |988
Riptide (HoT) (post 4.3) |- |0.113 |0.1491 |1118 |1482 | last verified 2011-12-01, see R41#296
Earthliving Weapon (HoT) |- |0.058 | | | | (Horpti lists 0.0527)
Healing Stream Totem (per tick) |- |0.0827 |0.1446 |28 |58 | see R41#34
Cleansing Waters (2/2) |3280 |0.282 | | | | (Horpti lists 0.2564)
Healing Rain (per tick) |10130|0.076 |0.1249 |754 |1240 | last verified 2011-06-23, Soothing Rains only buffs by 24%
Unleashed Life |1640 |0.202 |0.2659 |1996 |2644

  • Base Heal means the calculated value with 0 spell power, which is not possible to have in the game.
  • Talented coefs do not include Improved Shields, as the talent is optional in EP builds. Also see the linked post for weird effects with Earth Shield.

Telluric Currents

Telluric Currents is a perennial topic since it was first announced. The spell concept is simple, you get 40% of your lightning bolt damage back as mana. When asked why they would make such a talent Ghostcrawler stated it was to give shamans something to do when not healing, and not having to worry about burning their valuable mana with dps (TODO find that quote). In reality however Telluric Currents does return mana, so casting it with decent gear is an active method of mana regeneration. This was later confirmed in a Q&A:

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.

This was back in July 2010. Since then most posts about Telluric Currents here focused on the gains on damage boost encounters like Magmaw or Halfus, while a large faction still rejects it as unnecessary. Life in Group 5 (vixsin here on EJ) has a very well written post about the philosophy behind choosing TC. The critical portion is:

But, but - I'm a Healer

Yes, we're all healers, and so it's natural (and pretty much expected) that we get huffy at the thought of doing something other than healing. Most of us don't like doing interrupts, we hate doing the crappy kite job (or being the healer who gets to run after the other guy doing the crappy kite job), and our fingers literally twitch in response to seeing someone's health decrease by even the slightest of amount. So, how is it that using a talent like Telluric Currents can be viewed as a necessary raiding practice? How is it that I can sit here and ask a healer to cast an LB instead of a heal?

Because the choice isn't between (a) casting a heal or (B) casting a Lightning Bolt. The choice is between (a) NOT casting a heal or (B) casting a Lightning Bolt. (Oh yes, I have some Blue backup on this one)

Honestly, this is where I think that most Resto Shaman go awry with their understanding and application of Telluric Currents. (And maybe it's in part due to the fact that we're all still struggling to reconcile ourselves to the Cataclysm healing environment, after operating in the Wrath world where Always Be Casting was the golden rule). I will go so far as to suggest here that if you are a healer who, during an 8-minute fight, never makes a decision to NOT cast, then you're doing something wrong. If you're going into encounters with the recommended number of healers, spamming your heart out, and then claiming "oh there was no downtime, ever", then something is amiss.

Every fight has downtime, either because your healing team creates it, or because it's incorporated into the encounter. As shown in the preceding section, there are plenty of opportunities to incorporate an LB cast into your rotation, but only if you look for them. If you've ever cast a HW in a raid because "there's not much damage going out" or because "I have nothing better to do" --NEWS FLASH-- that's your downtime! But you need to think of it in those terms. You need to first realize that there's always a choice in front of you as a healer, and one of the options is to not heal. This is what triage is all about.

So think of TC as another tool. But if you choose TC, then you will have to adjust your entire healing style to it, because you will have to stop spamming Healing Wave if you have nothing better to do, and be ready to quickly switch from dpsing to healing if incoming damage rises. Note that while the quote above comes from a world 150 guild, oddly enough this does not seem to be limited to certain gear levels as even on early progression positive reports were made (#5, #7, #9).

TC will be harder to play so resto shaman beginners should first learn the standard style. Do not underestimate the additional cognitive load of reevaluating the healing situation on every cast. Every death you could have prevented by not casting lightning bolts will be essentially your fault (CT#130). Because of this and because the mana gain scales with better gear the Telluric Currents style is currently more often found in high end progression.

If you do not spec into Elemental Precision you will have 17% miss, making the returns from TC less predictable. TC will excel on any fight involving damage buffs, which are currently Halfus (after you have kept your tanks alive during drake burns), Magmaw (exposed phase), Al'Akir (later stages of phase 2 with stack on Al'Akir) and situationally Maloriak (during his brief green phase). TC scales well with both Haste and Crit. Haste scales roughly 1.87 times better than Crit for Lightning Bolt damage, but Crit is roughly seven times more effective for TC regeneration as it does not increase the initial mana cost (#335).

Focused Insight

It does not work with Wind Shear (CT#6) and the shock does not have to hit to proc the buff since 4.1 (CT#29, official forum (german)). It does not work with Earth Shield and Unleash Life direct heal, but does buff Riptide (#30/#50).

Using FI on cooldown for the sake of using it will just like Unleash Elements likely result in HPS and HPM loss (R41#76). It is however strong when used before Healing Rain. In this case the shock works out to more than 20k HPCT for ridiculous 33 HPM (#349, #351, R41#16). Less effective but still interesting is FI charging Chain Heals or Greater Healing Waves in expectation of damage bursts, like Chimaeron massacre. Keep in mind that you are still losing HPS and HPM here, but are deferring your healing until needed (R41#86ff). Unlike with Unleash Life you cannot double dip from FI by queuing an instant directly behind a non-instant heal. Due to a bug FI will only buff the affected spell by 24% instead fo 30% (R41#144).

Spirit Link Totem

Our new raid cooldown with 4.1. Tooltip reads: Summons a Spirit Link Totem with 5 health at the feet of the caster. The totem reduces damage taken by all party and raid members within 10 yards by 10%. Every 1 sec, the health of all affected players is redistributed, such that each player ends up with the same percentage of their maximum health. Lasts 6 sec.. 3 minutes cooldown.

It's a air totem so it will spawn in the left behind position. Keep this in mind when you place it. It's affected by Totemic Focus so the real time will be 8.4 seconds.

The damage dealt by the totem is nature damage. It could be resisted on the PTR (#333) but not on live anymore (R41#55, R41#91). In fact, the damage and healing dealt is unaffected by any damage and healing modifiers, including mortal strike effects. This can be abused on Halfus (healing a tank with 98% reduced healing back to full), Chimaeron (getting a tank up again in the last phase), and Cho'Gall (healing dps with 100 stacks corruption) (R41#92-97).

Known Shaman Bugs and Oddities

  • It seems to be possible for some shamans to retain their dual wielding ability after respeccing from enhancement. Equipping a second one handed weapon and enchanting it with Earthliving is reported to increase your shown healing power, but not to affect your actual healing. Data about this is blurry, but it is considered an exploit and undesired. Please don't try to come up with a strategy involving this, you will most likely only get infracted for it (#241ff).
  • For FI affected HoTs and Healing Rain: The first tick will not gain the bonus. Additional ticks from haste will be buffed too, but in some cases not the final tick. (R41#59ff, CSb#78, R41#294, R41#335)
  • Totem placement on Al'akir is reported to be buggy (CSb#81)
  • Unleash Life, Focused Insight and the increased healing of Nature's Blessing do not scale with Purification. (R41#44, R41#144)
  • The tooltip of Healing Stream Totem scales with spellpower instead of healingpower.

Fixed Shaman Issues

These problems have been fixed. If someone tells you he heard that foogrizzle doesn't frobnicate our barfoodle, maybe it's yesterday's news.

Fixed in 4.1
  • Ancestral Awakening does not heal for 30% as the tooltip suggests but for 27%. In addition to that the procced heal will get another bonus from Spark of Life making the real percentage 28.6% (or 32.9% if it targets yourself). In any case, it's not 30% (CT#30).
  • Spark of Life affects tooltips with the wrong percentage. Currently the 15% component gets calculated into tooltips instead of the 6% bonus. As a result all tooltips are slightly inflated (CT#46). Announced to be fixed in 4.1 (verified 2011-04-30)
  • Focused Insight and Healing Rain are currently buggy. Healing Rain will not consume the buff and still be affected by the shaman having the buff. As a result it is possible to have Healing Rain affected by two Focused Insight for a short amount of time. (see Healing Rain section). Reported to be fixed. (R4.1#59ff)
  • Healing Stream Totem among other oddities did not receive the Purification hotfix and still calculates with 10%. (R41#34) - reported to be fixed (R41#60)
  • Healing Rain reticule will change size and cause the spell to fail. Using a "/cast !Healing Rain" macro is reported to help. (R41#72, CSb#82)
  • Wind Shear can still miss (R41#71)

Fixed in 4.3
  • Purification now properly works with Nature's Blessings increased healing on Earth Shield. Previously is only provided 15%, now again 18%. (R41#294)
  • Focused Insight now buffs additional hot ticks from haste, but still doesn't buff the initial Healing Rain tick. (R41#294)



  • Spirit Link Totem (new talent) reduces damage taken by all party and raid members within 10 yards by 10%. This lasts 6 seconds, and every second it is active the health of all affected players is redistributed among them, such that each player ends up with the same percentage of their maximum health. This counts as an Air totem and has a 3-minute cooldown.
  • Wind Shear will not miss anymore. Prepare yourself to be assigned for interrupts.
  • Cleansing Waters now has a 6-second internal cooldown.
  • Deep Healing now benefits all heals, not just direct heals.
  • Grounding Totem now has a 25 sec cooldown, up from 15 sec.
  • Nature's Blessing now increases the effectiveness of heals on Earth Shielded targets by 6/12/18%, up from 5/10/15%.
  • Glyph of Grounding Totem now increases the cooldown of Grounding Totem by 35 sec, down from 45 sec.
  • Earth Shield healing done by Restoration shaman has been reduced by 20%.
  • The Spark of Life bug is announced to be fixed.


  • 2011-05-19 - Healing Surge has been reduced in power by 20%.


  • All healing critical strikes now heal for 2 times a normal heal (+100%), up from 1.5 times a normal heal (+50%).
  • Water Shield has had its internal cooldown reduced to 3.5 seconds, once again matching other shields. The amount of mana restored when Water Shield procs has been reduced by 50%.
  • Water Shield now restores 758 mana, down from 1416.
  • Mana Tide now grants 200% of the caster's Spirit, down from 400%.
  • Improved Water Shield is now Resurgence While Water Shield is active, you recover mana when your direct healing spells have a critical effect. You regain 2292 mana from a Healing Wave or Greater Healing Wave critical, 1375 mana from a Healing Surge, Riptide, or Unleash Life critical, and 763 mana from a Chain Heal critical.
  • Glyph of Unleashed Lightning (new Prime glyph) allows Lightning Bolt to be cast while moving.


  • Ancestral Healing now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.
  • Riptide's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.
  • Wind Shear’s base cooldown has been adjusted to 15 seconds, up from 6 seconds.
  • Reverberation now reduces the cooldown of Wind Shear by 5/10 seconds, up from 0.5/1 second.
  • The orc racial Blood Fury now increases spell power rather than only spell damage.
  • Chain Heal will now animate properly when it bounces to the shaman.
  • Undocumented: 's mana reduction has been reduced from 405 to 205.
  • Undocumented: , , and now increase both healing and damage crits. (R41#296)
  • Undocumented: , now procs on hot ticks, including Healing Rain, which makes it vastly stronger for us. (R41#299)


  • 2011-12-06 - All three trinkets now additionally provide a passive intellect bonus. (286/323/364 according to wowhead)
  • 2011-12-06 - Mana Tide Totem now benefits from .


TODO List of spreadsheets, simulators. (yes I didn't forget about the hps and trinket spreadsheets)


Although I will mostly not abbreviate things in this post, you will see most things shortened in actual discussion. Note that most of these are either spells, talents or notable trinkets.

HW | Healing Wave
GHW | Greater Healing Wave
HS | Healing Surge
RT | Riptide
HR | Healing Rain
CH | Chain Heal
EL, ELW | Earth Living, Earth Living Weapon
ES | Earth Shield
UE | Unleash Elements, for us almost always Unleash Life
HST | Healing Stream Totem
SLT | Spirit Link Totem
MT, MTT | Mana Tide Totem
SCT | Stone Claw Totem
NS | Nature's Swiftness
SWG | Spiritwalker's Grace
GW | Ghost Wolf
AS | Ancestral Swiftness
EP | Elemental Precision
ICS | Improved Cleanse Spirit
CW | Cleansing Waters
AA | Ancestral Awakening
TC | Telluric Currents
FI | Focused Insight
BotE | Blessing of the Eternals
Jar |

Credits and Sources

Vast parts of this collection of information are not written by me. Structure and raw information have been taken from previous resto shaman guides here on Elitist Jerks and the late TTT entry. After that, whenever I copied a bit of wisdom I tried to keep a reference next to it. This way you can find the source if you want to until someone is crazy enough to make them into links (hint: most likely never). These references will be in the following form:

Thread Shortcut # post-number

...with the following shortcuts:

none | [Resto] Cataclysm Raiding and Discussion
R41 | this thread
CT | [Resto] Cataclysm Theorycrafting (Updated Oct. 13)
CSb | Cataclysm Shaman bugs

All parts with a TODO attached to them are to be taken with a grain of salt and contributions are highly appreciated. They serve both for me as jump markers, and for you to identify outdated information. If it's three days after a patch, and some info bears a <patch-number>TODO, most likely it's not updated. If it does not have a TODO tag and is wrong, than I'm either not aware of it being wrong or I blatantly screwed up and forgot to edit something. In both of these cases, please remind me.

#2 Aanzeijar


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Posted 10 April 2011 - 10:46 PM

The forum seems to support very long posts, so having this one placeholder seems to be enough. The rest will be added over the next few days, so fire away if you want.

Recent changes:
  • 11-06-01: Finally got around to add set bonuses. Rewrote basic spells, removed spell description but added wowhead mouseovers. Should reduce the clutter in that section a lot. ptr-mouseovers are buggy though. Other spells will most likely drop to mechanics. Oh and btw: the forum does not like editing monster posts.
  • 11-06-19: Starter section still recommended Surge. Fixed that.
  • 11-06-22: item "Darkmoon Card Tsunami" links to , added 4.2 primer, updated mastery breakpoints.
  • 11-06-23: corrected chain heal mana costs, added healing rain coefs. Fun with item-tag: item "Glyph of Totemic Recall": , item 41535:
  • 11-07-06: added trinkets from jadeiras blog (thanks!)
  • 11-07-19: updated haste values from Keldions spreadsheet
  • 11-08-23: meta gem estimates
  • 11-09-02: converted the whole thing into a pseudopod+git repository. much easier to edit. as a result, did a clean sweep over most sections, removed old data, updated ratings for firelands. rewrote secondary stat evaluation with use cases from LiG5.
  • 11-09-09: updated haste/mastery breakpoint as per R41#240. rebalanced trinkets slightly with empiric data. added rolling riptide to haste breakpoint discussion. reworded meta gem advice slightly.
  • 11-09-28: added brewfest trinket, removed old t12 bonus announcement. added 4.3 changes, added Ancestral Vigor to "what works with what" section.
  • 11-10-15: removed pre hotfix healing surge from coef table, updated 4.3 changes
  • 11-11-16: added ptr nerf to , changed ptr changes to the official wording, added 4.3 trinkets, changed title, fixed some bugs
  • 11-11-28: added more 4.3 changes (orc racial, wind shear), added 4.3 primer, updated trinkets with a lot of information, moved t13 set bonuses to regular table.
  • 11-12-01: updated bugs section for 4.3, purged 4.2 TODOs, added crit meta gems, added suggestion for 2nd HR breakpoint
  • 11-12-02: added confirmation for RT hot coef, slightly reworded crit description, added chain heal animation bugfix, added changes, removed mana regen section (no sense having it if there no info)
  • 11-12-07: fixed trinket links, added 4.3 hotfix changes
  • 12-01-26: added int to heart of the unliving, adjusted wording for jaws of defeat, added a "crit is not bad you dolts" disclaimer, added the weird bug with the 5th tick of FI+HR+BL+trinket, corrected glyphs in the talent planer link in the short section (thanks to shmelse), removed role "interrupter", removed t12 bonus recommendations, and replaced with generic "good bonus", added better t13 spirit recommendations, removed heartsong recommendation over power torrent, clarified goblin racial, added clarification to crit vs. haste for TC, removed 4.1 haste breakpoints.

#3 Guest_Amilie_*

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Posted 10 April 2011 - 11:38 PM

A quick note about the spell coefficients.

I determined most of them by switching to my Elemental spec and varying my character's spell healing a few times. The tooltips seemed to match the observed values, due to lack of Spark of Life, but I spammed myself a few dozen times just to make sure. Riptide (edit: and Earth Shield) are the exception, obviously, since you have to be Resto to use them. I'll probably test them again later to make sure. The biggest correction from the old thread is GHW: 96.70% coefficient, instead of 80.60%.

There's currently a couple of annoyances with Healing Stream Totem. One is that the estimated and observed values always seem to be off a few digits -- not sure why. Another, a clear bug, is that the tooltip takes into account spell damage instead of healing. You can easily verify this by switching between ELW and FTW.

#4 Jynus


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Posted 11 April 2011 - 06:32 AM

The numbers you have for your breakpoints are incorrect. The math he did was based upon someone having actual stats that weren't stacked evenly. Which as I (and you noted) can cause breakpoints to shift.

Courtesy of Faveokatro:

Happy to do so :P

First to value crit, we take the crit multiplier (150%), and the fact that AA procs on single target heals (130% * 150% = 195%). So for each 1% in crit, we either get a .95% throughput increase (on single target heals) or .5% throughput (on multi-target)

Crit Value: .5% or .95% per

To value haste, 1% haste = you can cast 1% more spells in the same window as before. In other words, 1% haste = 1% throughput.

Haste Value: 1% per

Mastery is actually not as difficult to calculate as people think it is, because it's linear. That means that at 75% health, you get healed for precisely (1-.75) * how much mastery you have. At 50% health, you get healed for (1-.5) * mastery and so on. Once you understand that, you just plug in both sides of the equation and solve.

Mastery Value: (1- Health % required for breakeven) * 2.5% is how much each % of mastery improves healing. If you don't believe the formula, just plug in 100% health: (1 - 100%) * 2.5% = 0. Or 0% health, effectively 1 hp (1-0%) * 2.5% = 2.5%.

So to calculate breakeven, it's just simply setting the equations equal to one another. At what level of health does the mastery formula equal .5%? .95%? 1%?

Haste: 1% = (1 - Health) * 2.5%
1 - Health = 1 / 2.5
Health = 1 - (1 / 2.5)
Health = 60%
Crit, Single Target: .95% = (1 - Health) * 2.5%
Health = 62%
Crit, Multi Target: .50% = (1 - Health) * 2.5%
Health = 80%

While these are the pure throughput breaking points, you have to remember there are other facts that make it excellent even above the break points.

Crit gives some amount of regen, but is RNG whereas Mastery is consistent. So even for some area above the 62% mark for single target heals, I would argue mastery holds value over crit for throughput.

Haste isn't RNG and has a 60% breaking point, but it also doesn't improve hpm except indirectly (if the 5SR still existed, you could argue that casting faster and standing still had value, but it doesn't anymore). Mastery improves efficiency, and in situations where you really need throughput badly it would beat out haste. On the other hand, faster casts does give you more casting flexibility and wiggle room for movement fights so I wouldn't say mastery is blindly better than haste.

Edit: Oh also, before people bring up stuff like Spark of Life or Purification, they wouldn't change the relative values between spells you cast (since they affect everything)

A if you wanted a breakdown on the rating points themselves (instead of %) since it may be more relevant for gearing decisions: Crit and Mastery both take 179.28 points per % so nothing's different, but haste only requires 128.06 per %. The math to take that into account:

Haste: 1% / 128.06 = (1 - Health) * 2.5% / 179.28
Health = 44%
Crit, Single Target: .95% / 179.28 = (1 - Health) * 2.5% / 179.28
Health = 62%
Crit, Multi Target: .50% / 179.28 = (1 - Health) * 2.5% / 179.28
Health = 80%

So on a per point basis, Haste works out to be the dominant throughput stat for most situations which isn't a surprise really, since it always has been. The question then becomes how much haste your regen can sustain. Either way though mastery certainly has considerable value, and imo I would take it over the inconsistency and arguably lower throughput when needed of crit.

This is the math for pre 4.06 breakpoints. when I very quickly ran them through for post 4.06 (note, my math may be off, im no math wiz) I got

Which makes a lot more sense vs his numbers because these scale more evenly from 4.01 values.

you're also overvaluing haste compared to mastery. And mastery without a doubt is better than crit. I mean, it has increasing returns when stacked. 2k points of mastery ~= 4k points worth of crit at 50% hp. Mastery just plain blows it out of the water.

The points you're leaving out with haste vs mastery is that haste does not affect a good portion of your healing. For HR, ES and ELW haste past a breakpoint is basically non existent for increasing hps. For Riptide and UE, haste has diminished returns. Though granted, it's still mostly effective. Where this leads is that, yes, most every fight is going to involve an average raid hp level of everyone you heal to be above the haste breakpoint. but haste does not fully affect all your healing. And while mastery currently does not either, it affects more overalll healing, and will affect all of it come next patch.

Now am I saying mastery > haste? Well no. It's at this moment completely dependent upon your raid encounter and how you're personally set up. The post on the person who mathed out his logs I think was brilliant, and basically has it right. the harder your raid gets hit, the better mastery is. the easier your raid is, the better haste is. What that means is individual to each raider, but it also means that mastery is on par with haste as the goto stat for a lot of people if their circumstances call for it. I liked that you quote Vixsin, because I think she nailed it perfectly with this graph at the bottom of this post. Getting a Handle on Tier 11 Best In Slot | Life in Group 5 - A Resto Shaman Blog Haste and mastery compliment each other in a very unique way. There is no real set HEP rule in saying one is better than the other. The best answer is "it depends".

edit: And for glyphs, SCT > Healing Wave for 2 reasons. #1, we never use healing wave when it matters, and rarely use it regardless. So the proc is wasted vast majority of the time, and the healing from it adds up to nothing. #2, SCT is a ~15k shield. I can't think of a time when a 1k heal would have really helped me, but I can think of tons of examples where tossing a 15k instant shield on myself means a lot. Considering our choices for majors, SCT, HST and CH are all required in my opinion as there is nothing else that really comes close to competing.

all this being said, amazing guide. Very well written, and is motivating me to finish mine...

#5 Malefà cent

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Posted 11 April 2011 - 07:42 AM

Quick read through, you list Mandala of Stirring Patterns as not affect MTT, I can confirm for certain that it does as it is a static +Spirit increase (+321).

The whole Haste vs Mastery debate is a tricky one, because it totally depends on where you are raiding progression wise, if in the later stages of HC's then Mastery is certain to be far better, if still doing Normal's then Haste is.

TC, is a vital talent also, but again only if you are doing HC's

Points that I use LB's in fights:

Magmaw - Exposed Head (+dmg)
Omnitron - Inside a Pool (+dmg)
Maloriak - Green Phase (+dmg)
Astramedes - Air Phase
Chim - P2 (does not really count here)
Nefarian - Pillars and about each 5% breakpoint also

Halfus - Anytime after Dragon is killed (+dmg)
Valiona - No Bonus here, I do it when she is breathing in a direction
Council - Again no bonus - do it whenever required
Cho'gall - Shadowlords and Elementals
Sinestra - Not found a good spot really yet here

Conclaive - depends on your job, but Mana not really an issue for this fight
Al'akir - Adds and boss when debuffed

Even on HC's there are plenty of times when you can easily get off a LB that will help with regen, dont forget to use SWG when moving to take advantage of it there if needed.

Also, you have Glyph of Riptide as Recommended, I think that is a certain required Glyph

#6 xor7486


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Posted 11 April 2011 - 08:05 AM

This caught my eye:

Unleash Elements

Unleashing the Resto Shamans Earthliving Weapon will heal the target for a small amount and make the next direct heal within 8 seconds 30% stronger (talented). Usually the wasted global cool down is not worth the trouble, but has a niche while moving or when anticipating massive single target damage.

As described in #30 casting UE, then queueing Riptide into e.g. GHW will provide a 30% boost to Riptide's DH, Riptide's HoT and to GHW. Doesn't this make it worthwhile to use UE on CD?

#7 Malefà cent

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Posted 11 April 2011 - 08:22 AM

This caught my eye:

As described in #30 casting UE, then queueing Riptide into e.g. GHW will provide a 30% boost to Riptide's DH, Riptide's HoT and to GHW. Doesn't this make it worthwhile to use UE on CD?

Yes it does, but in reality its a little more tricky to do. I have configured TellmeWhen to alert me when its off CD and try to cast it then, normally I will go UE>CH>RT, but in the heat of the moment it can often be forgotten.

#8 Orcheon


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Posted 11 April 2011 - 06:31 PM

While it may not be best in slot for the resto shaman personally, as far as a raid benefit goes, intuitively I would think that Jar+DMC:Tsunami would be best in slot, provided the healers in your raid benefit from the extra mana.

#9 Jessamy


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Posted 11 April 2011 - 07:44 PM

That depends on whether you're working on 10- or 25-player content. In a 10-player raid, you're only sharing your Mana Tide with 2 other healers, so a trinket with more personal throughput or regen benefit (such as Tyrande's doll) is a fine choice. But in a 25-player raid, you're sharing your spirit with 6 other players, which outweighs other considerations.

#10 Rhaegal


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Posted 11 April 2011 - 09:11 PM

Regarding trinkets, is there a reason for just sticking with listing epic trinkets? Particularly, provides 385 spell power with some conscious effort (keeping Flame Shock ticking), whereas is 340 spell power and 285 haste with zero extra effort and close to 100% uptime on the spell power portion, making it far superior to many other options for raw throughput despite being a pre-raid option.
Stand back! I'm going to try SCIENCE!

#11 Aanzeijar


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Posted 11 April 2011 - 11:58 PM

Regarding trinkets, is there a reason for just sticking with listing epic trinkets? Particularly, provides 385 spell power with some conscious effort (keeping Flame Shock ticking), whereas is 340 spell power and 285 haste with zero extra effort and close to 100% uptime on the spell power portion, making it far superior to many other options for raw throughput despite being a pre-raid option.

The reason is: I did not have a trinket list ready, so I fired up Lootrank and copied all obvious healer trinkets I found (with two missing apparantly). I included Heart of Ignacious because it was mentioned in the old thread, but your point is well made, Gale of Shadows is if at least equal if not better. The open question is whether to include blue trinkets in general or not. I'm slightly inclined to do so.

#12 Malefà cent

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Posted 12 April 2011 - 07:24 AM

Gale is not a bad trinket, however the reason it is not listed as a BiS item, or even appears on one is because it just increases SP. It therefore has no effect on Quantity of Mana, nor is it effected by buffs like Kings and therefore on replenishment effects.

I do agree that its an excellent trinket however and takes a while to upgrade.

In regards to the Jar, I personally do not think its worth it, if I am going to be gearing for Spirit for regen and MTT contribution I use Tsunami and then Mandala of Stirring Patterns. Jars give 580 Spirit, its a nice chunk for certain, but lacks any throughput whatso ever. Mandala gives 321 Spirit but then procs a lovely throughput buff every minute.

Of course if you and your fellow healers are really struggling for Mana then go for Jar, but I would put Mandala as the default option there and then only go to Jar if really really needed. As a case in Point, Cho'gall can be very mana intensive, yet I still did not go with Jar here and we managed just fine.

#13 Bêth


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Posted 12 April 2011 - 12:30 PM

First of all, I apologise for my bad English but I’ve got a question,that nobody can answer.

I often help out at healing with my shaman, the only thing I have to do is group heal.

Which means, I use all my mana in heavy AoE situation.
In lower ones, I restore mana with Telluric Currents, that’s why I also skilled Elemental Precision.

So in my case, I’m around the hitcap.
In this discussion it is said:

“Focused Insight: The original guide recommended this, but in the time since then it has mostly fallen out of favor. If you want to overcharge a heal, Unleash Elements does that job without needing to spec into it.”

Well in single target situation I understand that point but how das it work with
Healing Rain? Is the Healing Rain increased by 30% and how effective is it?

Focused Insight Rank 3

After casting any Shock spell, your next heal's mana cost is reduced by 75% of the cost of the Shock spell, and its healing effectiveness is increased by 30%.

#14 Guest_Amilie_*

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Posted 12 April 2011 - 01:41 PM

According to my spreadsheet, using FI with HR (for a Shaman at ~350 iLevel with low Mastery and 6 targets at 50% health) yields a bonus 4K HPS for HR. So over 10 seconds, you're generating 40K extra healing for a GCD. For the same casting time, CH (no RT on primary target) would have yielded approximately 16K healing. So in the larger picture, it's a gain.

It's funny because when you consider HR versus FI + HR, the latter is always a HPCT loss.

(Edit: maybe I shouldn't post before noon anymore.)

#15 aufy


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Posted 12 April 2011 - 01:58 PM

According to my spreadsheet, using FI before HR (for a Shaman at ~350 iLevel with low Mastery and targets at 50% health) yields a bonus 4K HPS for HR. CH's HPS with no RT on primary target comes out to 13-14K. And FI + HR is always a HPCT loss compared to just casting HR.

So, unless you're expecting to be scraping the bottom of the Mana barrel later, or are somehow twiddling your thumbs before a predictable burst of AoE damage, it's not worth it.

May I see the spreadsheet ?
4k Hps bonus for the HR is for the next 10sec, it is a 4x10 = 40k heal bonus in 1.5sec (with no haste) so FI worth 26k HPCT in your case. So no, it is not a HPCT loss

#16 pincus


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Posted 12 April 2011 - 08:17 PM

The Focus Insight bonus to Healing Rain only occurs while the 8 second buff is still on you. So the maximum you could possibly get from 1 shock is 4hps x 8 seconds = 32k healing per gcd (varying based on the number of ticks your current haste allows in 8 seconds). This also assumes you don't cast another heal within the 8 seconds after HR to consume the buff. So basically the only time FI becomes effective to boost HR is if you need about a quarter more healing than an un-buffed HR will do and you won't be casting any other healing spells within 8 secs. Read: FI is garbage for HR buffing.

#17 dandux


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Posted 12 April 2011 - 08:31 PM

Great guide. The Glyph of Water Shield is linked incorrectly to Ghost Wolf, but very well written and informative.

I have followed the debate between haste and mastery very closely since the start and understand both sides from a 25 man aspect. In 10 mans however, crit has been an extremely important stat as well. In fact, through the final bosses of regular modes I found myself completely reforging to crit for the regen. I am curious how others have found crit holding up in HCs and what order you would place on crit, haste, and mastery from a strictly 10 man point of view?

#18 Amiral


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Posted 12 April 2011 - 09:31 PM

The Focus Insight bonus to Healing Rain only occurs while the 8 second buff is still on you. So the maximum you could possibly get from 1 shock is 4hps x 8 seconds = 32k healing per gcd (varying based on the number of ticks your current haste allows in 8 seconds). This also assumes you don't cast another heal within the 8 seconds after HR to consume the buff. So basically the only time FI becomes effective to boost HR is if you need about a quarter more healing than an un-buffed HR will do and you won't be casting any other healing spells within 8 secs. Read: FI is garbage for HR buffing.

This gets fixed in 4.1. At least is fixed on PTR (#351 and others).

Also, The more predictable the damage from a fight gets, the better FI gets - Especially if there are periods of "slack".
It is my understanding that most HC fights have so high general damage that lulls in healing are unpredictable, and thus best use for something which always gives the same, but possibly lower benefit (TC), while some normal fights are predictable with notable periods of slack. A small thing to note is that if you use FI in a good way, you'll also be able to slack more due to the added healing (assuming your group has enough overall healing).

#19 Maltese


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Posted 12 April 2011 - 09:45 PM

In my testing on the PTR I did notice that the first tick of healing rain is not getting boosted by Focused Insight, but every tick afterwards did reguardless of spells cast after healing rain was dropped.

#20 Synkar


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Posted 13 April 2011 - 08:47 AM

Spiritwalker's Grace

Spiritwalker's Grace is a cooldown that allows us to keep on casting while moving, jumping or getting thrown around. The duration was increased to 15s in 4.0.6. It may be cast while casting other spells, but there is a known bug that Healing Rain will get interrupted when Spiritwalker's Grace is cast. (TODO get source for this, not sure myself anymore)

Confirmed today. Healing Rain cancels as soon as Spiritwalker is cast.

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