Last update 11/15/2008
- Added section on dual wielding as resto
- Changed format for Totem section (Thanks Philondra)
- Updated how ELW procs when used with Chain Heal (Thanks Philondra)
- Added +10 stats to chest to enchant list (Thanks Handyhoof)
- Corrected Tidal Force to a self-buff (Thanks Handyhoof)
- Added formula for healing done by Earthliving in Theorycrafting section (thanks Daidalos)
- Corrected sample talent build of 0-10-51. Should have had 3 points in Ancestral Healing, not Healing Focus. Thanks Vuldunobetra & Philondra.
- Added sections on Tidal Force and Tidal Waves. Thanks Philondra.
- Added more details on Tier 7 and 7.5. Thanks again Philondra.
- Added improved Moonkin Aura and Swift Retribution (8% haste) to haste section. Philondra again
- Corrected to Northrend herbs for the glyphs (not Outland). Thanks Vuldunobetra.
- Updated for Patch 3.0.3
- Confirm proc rate and cooldown on
- Add profession section
- Anecdotal evidence indicates that Riptide is affected by Tidal Force. Requires further testing.
- How does the 2T7 bonus affect imp. water shield procs? Is the 10% based on the base or improved?
The most common build for raiding at Level 70 is 0-10-51
No points are put in Ancestral Healing, Healing Way or Ancestral Awakening. No points are put in Healing Focus because Improved Concentration Aura from a paladin is now a raid-wide buff. If additional spell pushback reduction is needed, you can take points out of Ancestral Healing.
You could also use 0-8-53 if you really wanted to put points points in either Ancestral Healing, Healing Way or Ancestral Awakening. However, 0-10-51 is recommended.
<<Examples at Level 80 to go here>>
Resto shaman have the ability to dual wield weapons by putting 30 points in the Enhancement tree (0-31-40). This allows us to enchant two weapons with spellpower and apply Earth Living Weapon to both weapons -- nearly doubling our chance to proc ELW. However, we must sacrifice the deeper talents in the Resto tree and give up Earth Shield, Tidal Wave and Riptide. At this point, we do not know if this is a viable spec for raiding at Level 80. If shaman end up spamming Chain Heal 90% of the time, it could be an option.
* Heal Power bonus stacks from dual wielding with ELW
* ELW on both weapons is increased by 30% with 3/3 Elemenal Weapons.
* Earthliving proc does NOT stack. Buff is refreshed.
* With the glyph, proc chance rises to 43.75%
Weapons to use in off-hand:
Despite the introduction of several new talents for WotLK, shaman primarily still use Chain Heal in a 25-man raid. Riptide supplements our chain heal spam with an instant heal that can also heal over time. However, priests, druids and paladins all remain superior main-tank healers (at least at Level 70). Shaman will primarily use the new talents of Tidal Wave and Ancestral Awakening in 5-man or 10-man groups where they are more likely to cast Healing Wave and Lesser Healing Wave.
NOTE: 1500 spell power, 5/5 Tidal Focus, 5/5 Purification, 2/2 Improved Chain Heal, 3/3 Improved Shields. No relic or set bonuses.
(Note that Daidalos is still working on his spreadsheet so the numbers here may not match)
Chain Heal is the shamanâ€™s most efficient heal, even when it doesnâ€™t hit all three targets.
NOTE: With +1500 spell power, talents, no relic
Jumps to 3 targets (or 4 with a glyph available from Northrend herbs). Jumps are based on who is missing the most health (by absolute value). Each jump reduces the healing done by 50%. The jump range of the spell is approximately 10-15 yards. If there are no targets in range below 100% it will not jump. The heal can jump back to the shaman if they have taken damage.
Chain heal can crit on any (or all) of the three jumps. However, the healing done to the next target is based on the non-crit healing done. Crits from chain heal will proc Ancestral Fortitude.
There is a known bug with Chain Heal. If Chain Heal jumps back to you on its first jump (the second heal), it will not jump to a third target. It is sometimes better to target yourself for the first heal to make sure it jumps to two other targets.
Shaman's Fire and Earth Elementals are not considered part of the party/raid/group. Therefore, chain heal will not bounce to Elementals if you first target a raid member for healing. However, if you first target an Elemental, chain heal will bounce to members of the raid
Many trinkets will proc based on a â€œdirect healing spells.â€ Each jump of chain heal is considered a direct heal. A trinket such as or can proc on any jump of chain heal.
Other trinkets proc based on â€œeach spell cast.â€ In those cases, the jumps do not count as separate spells. For example,
Thud00 wrote a custom mod to measure overhealing on a per jump basis. He found overhealing on the initial jump was about 50%, while overhealing on subsequent jumps was about 20%. This makes sense given that multiple healers will often target the same person who has taken damage. The beauty of chain heal is that it instantly jumps to two other people. They often take damage while you were casting so a chain heal or prayer of mending is the first thing to land â€“ resulting in less overhealing on jumps #2 and #3.
This is the largest heal shaman can cast. It takes 2.5 seconds to cast (3.0 seconds without talents). Healing Wave hits for less than the comparable spells of a priest, druid or paladin. One reason is that Shaman have a talent called Healing Way. When Healing Way is stacked on a target 3 times, it boosts Healing Wave by 18%. However, in many fights, it is impractical to maintain 3 stacks of Healing Way on a target due to the encounter requiring multiple tanks.
<<Need table showing shaman spells in comparison to other classes>>
This is the fastest heal a shaman can cast. However, it is our smallest heal and doesn't stack Healing Way. In a 25-man raid, shaman should use Chain Heal instead. Chain Heal is more expensive (793 mana at Level 80) than LHW (626 mana). However, Chain Heal does more healing to a single target and there is always a chance it will jump to other players.
LHW can be useful in 5-man and 10-man groups to top off a player who is taking little damage.
A shield with 6 charges (8 with talents) that heals the wearer every few seconds while taking damage.
How much healing the Earth Shield does is based on the spellpower at the time it is cast, not when it procs. You can drop Flametongue and use a trinket to supercharge the Earth Shield before a pull. Note that Earth Shields cast on others do not get the benefit of your Purification talent and will heal for 10% less.
The healing (and aggro) is attributed to the person who cast the shield starting in Patch 3.0.2. Each point of damage healed will generate 0.725 threat divided evenly among the mobs present. However, given the new tanking abilities, healers should not be concerned about pulling threat on the pull or during a transition.
All paladins have a passive ability called Spiritual Attunement that restores mana equal to 10% of the healing they receive. Since Patch 2.1.0, they have received mana back from the healing done by Earth Shield (and Prayer of Mending). Each point of mana restored generates 0.5 threat.
Riptide is a talent that gives shaman their only instant heal (beside's Nature's Swiftness on a 3-minute cooldown). About 57% of the healing is instant and the remaining 43% is a HoT over the next 15 seconds. Riptide has a 6-second cooldown. If you cast Chain Heal on someone with Riptide, it consumes the Riptide and increases your Chain Heal by 25%.
Only a direct Chain Heal will proc Riptide, not the jumps.
Chain Heal from other shaman will not proc your Riptide.
Excellent heal for fights that involve moving around.
Each time you crit with LHW or HW or Riptide, you instantly heal the raid member with the lowest percentage of health within 40 yards for 30% of the amount healed.
Make sure that this buff is always on your weapon. Earth Living Weapon (ELW) can proc off any jump of chain heal and can proc multiple times during the same Chain Heal.
Often used in conjunction with Nature's Swiftness to increase the size of an emergency heal. Both NS and Tidal Force have a 3-minute cooldown.
Using Tidal Force gives you a buff with 3 charges. Each charge increases your chance to crit with lesser healing wave, healing wave and chain heal. Each crit consumes a charge -- including each jump of chain heal. Therefore, it's possible for one chain heal to use all three charges. Tidal Force is best used with Healing Wave or Lesser Healing Wave, as they greatly increase the chance for mana returned via improved water shield, and have a chance to proc ancestral awakening (if applicable).
Tidal waves has two separate effects: a cast time reduction proc and a passive boost to the coefficients of HW and LHW. The coefficient boost is completely independent of the Tidal Waves proc. Note that as of patch 3.0.3, the proc does not function as a spell haste effect, in that it reduces cast time but not GCD. Therefore, its benefit to LHW is less than what it appears on paper. It is currently unknown if this behavior is intended.
At Level 70, you can have 2 major glyphs and 3 minor glyphs.
At Level 80, you can have 3 major glyphs and 3 minor glyphs.
Recommended Major Glyphs for 25-man raids
Use and then chose any glyph listed below:
Major Glyphs for soloing, 5-man and 10-man groups
Recommended Minor Glyphs
Choose and then any of the ones below. Besides Water Shield, the rest will not affect healing in instances.
Base Mana is the amount of mana you have before talents, buffs, gear and intellect from your race. The value is dependent only on your class (and level) but not your race. Getting more Intellect from gear will not raise the cost of spells, because it does not raise your base mana pool (it raises your total mana pool).
This is a tremendous source of mana regeneration. It's important to have it on at all times and refresh it before it expires. Many shaman do not wait until all 3 charges (or 4 charges with glyph) have been used to refresh. When there is a lull in healing, they take that time to put up new charges since they might expire at a time when you can't spare the global cooldown to refresh the shield.
Because it costs no mana to cast, water shield will not trigger the Five Second Rule.
The mod Shaman Friend will alert you when water shield expires. It has an option to give you an audible warning and you can choose several different sounds. It can also report a successful purge, interrupt or grounding to party or raid channel.
Replenishment: Restores 0.25% of maximum mana per sec for 15 sec. Available from:
- Survival Hunter's Hunting Party talent
- Retribution Paladin's Judgements of the Wise talent
- Shadow Priest's Vampiric Touch talented ability
Most totems affect everyone in your raid or party within 30 yards. The following are exceptions and only affect the 5 people in your party:
- Mana Tide: Restores 24% of a playerâ€™s mana over 12 seconds. 5-minute cooldown.
- Mana Spring: Restores 25 mp5 with talents or 20 mp5 without talents. Prior to Patch 3.0.2 the totem restored 62.5 mp5 with talents or 50 mp5 with no talents.
- Healing Stream: Amount healing depends on the +spell power of the shaman. Talents boost the amount healed by 25%. A glyph boosts the amount another 20%.
- Poison and Disease cleansing
Both Healing Stream and Mana Spring stack if there is more than one shaman in a party. Mana Spring did not stack prior to patch 3.0.2.
Mana Spring stacks with the Paladinâ€™s Blessing of Wisdom.
If you have an enhancement shaman in the raid, they should drop Windfury, Strength of Earth and Flametongue. Having 3/3 Enhancing Totems boosts the effect of all three totems. Resto shaman may also need to drop these totems if the raid is spread out to provide additional coverage.
1) Windfury Totem if there is no Frost Death Knight or Enhancement Shaman
2) Wrath of Air otherwise
1) Flametongue Totem if there is no Enhancement Shaman, Elemental Shaman, or Demonology Warlock (discipline priests tend not to take Improved Divine Spirit)
2) Searing Totem if you can spare the GCD and there is no danger of grabbing aggro on phase transitions or aggoing other mobs.
1) Strength of Earth Totem if there is no Enhancement shaman. Death Knights have a similar buff called Horn of Winter, but it lasts only 2 minutes and requires a modest runic power committment to keep up.
2) Stoneskin Totem unless there is a paladin keeping up devotion aura.
1) Mana or Health
2) Poison or Disease cleansing if needed
Gems can be a major investment. It's ok to use green-quality gems as you level up and gear up. However, never leave a socket empty. Always put some gem in it.
Secondary colors (purple, orange, green) count for BOTH primary colors. It has not yet been determined which gem is the best choice for raid healing at Level 80.
-- Requires at least 3 red gems
-- 25 spell power and +2% Intellect
-- Requires at least 2 red gems
-- + 8 mp5 and +3% increased critical healing effect
-- Requires 1 red, 1 blue and 1 yellow gem
-- +21 Intellect and chance on spellcast to restore mana
-- Wowhead lists a 2% chance to proc. However, it also lists 2% for and the actual proc rate for IED was 5% (or 3.85% if you took the hidden 15-second cooldown into account).
-- 600 mana restored
-- Unknown if there is a cooldown but likely since it is modeled after the , which had a 15-second cooldown.
-- Requires 1 red, 1 blue and 1 yellow gem
-- 25 spellpower and minor run speed increase
-- Requires 2 blue, 1 red gem
-- 21 critical strike rating and +2% mana
NOTE: Shaman gain far more from +2% to Intellect in the form of additional spell power and crit chance
Most of the enchants below should look familiar -- only with more powerful stats for WotLK. There are several new enchants for cloaks. Since we do not know yet how to value various stats in WotLK, any enchant that might be useful is listed.
Weapon: Mighty Spellpower +63
Shield: Mighty Stamina +35
Greater Intellect +25
Head: (+30 spell power and 8 mp5) Requires The Wyrmrest Accord - Revered
(+30 spell power and 20 critical strike rating) Requires Kirin Tor - Revered
Master's Inscription of the Crag (+61 spell power and 6 mp5) Requires Inscription
Master's Inscription of the Storm (+61 spell power and 15 critical strike rating) Requires Inscription
(+24 spellpower and 6 mp5) Requires The Sons of Hodir - Exalted
(+24 spellpower and 15 critical strike rating) Requires The Sons of Hodir - Exalted
(+18 spellpower and 4 mp5) Requires The Sons of Hodir - Honored
(+18 spell power and 10 critical strike rating) Requires The Sons of Hodir - Honored
Back: Greater Speed +23 haste rating
Darkglow Embroidery - Chance on spell cast to restore 300 mana (Requires Tailoring)
Chest: Greater Mana Restoration 8 mp5
Powerful Stats +10 to stats
Wrist: Exceptional Intellect +16
Superior Spell Power +30
Fur Lining - Spell Power +67 (Requires Leatherworking)
Fur Lining - Stamina +90 (Requires Leatherworking)
Gloves: Exceptional Spellpower +28
Legs: +50 spellpower and +30 stamina
Master's Spellthread +50 spellpower and +30 stamina (Requires Tailoring). Basically a cheaper version of the epic thread for the tailor.
+35 spellpower and +20 stamina (identical to the current )
Feet: Greater Vitality (+6mp5 and +6 health per 5 seconds)
Tuskarr's Vitality +15 stamina and minor run speed
*Rings: Greater Spellpower +19
*Ring enchants are only available to enchanters.
No Stat weights are currently available. Values will be posted when they are determined for Level 80.
Although no stat weights are currently available, many shaman will probably be stacking Intellect (at least for early content through 25-man Naxx)
1) Ancestral Knowledge (AK) now affects Intellect so each point of Intellect is really 1.1
2) Shaman now have talents that boost crits or proc on crits
3) Nature's Blessing converts up to 15% of your Intellect into Spellpower
4) Mana restored from Mana Tide is based on your maximum mana
5) Replenishment is based on your maximum mana
10 Intellect = 6 mp5 if you have a 5-minute fight with Mana Tide and 100% uptime from Replenishment.
Int is 0.6mp5
Int is 0.33crit rating.
Int is 0.18spell power.
The Healing Equivalency Points (HEP) assigns weights, or scores, to each stat point. These HEP values can then be used in your own spreadsheet or by programs such as LootRank and Thottbot to score items. To display these values in-game, try a mod such as Pawn or Enhancer.
Do not use armor values when comparing shields. Due to the large amount of armor on these items, it skews the results. Stat weights if you have Blessing of Kings are in parenthesis.
Shaman are encouraged to customize their own stat weights. Treat the values below as a starting point, not the final answer on how to rank gear. These numbers were not carved into stone tablets on Mount Sinai. Intellect value with kings given in parenthesis.
Tier 7 = Earthshatter Regalia (Naxx 10-man)
Tier 7.5 = Earthshatter Regalia (Naxx 25-man)
Tier 8 = Lost Protector
Tier 9 =
NOTE: You can mix and match the 10- and 25-man Tier 7 pieces to get the set bonuses
[table="head, sort"] |T7|T7.5|T8
Intellect|0.00 (0.0)|0.00 (0.00)|0.00 (0.00)
Tier 7 (Earthshatter Regalia-10):
2-piece bonus: Your Water Shield is 10% stronger.
4-piece bonus: Increases the healing done by your Chain Heal and Healing Wave by 5%.
Tier 7.5 (Earthshatter Regalia-25): :
2-piece bonus: Your Water Shield is 10% stronger.
4-piece bonus: Increases the healing done by your Chain Heal and Healing Wave by 5%.
Tier 8 (xxxxx):
It will depend on the value of mp5 in the expansion. You will only want to wear two pieces to reduce the cost of Chain Heal. Level 70 gear will have far less stamina, intellect, crit and spell power than Level 80 gear.
Here's a table looking at the mana saved with various amounts of haste if you spam Chain Heal for 1 minute.
Chain Heal at Level 80 will cost 835 mana or 793 with talents. Two pieces of Tier 6 + talents reduces the cost to 709 mana (saving 84 mana per cast)
Tier 2 was significantly nerfed in Patch 2.4.2. Instead of increasing the amount healed by Chain Heal to targets beyond the first by 30%, it is now 5%. Therefore, it is no longer advantageous to use Tier 2 for healing in BC or WotLK.
All stats are unbuffed
* While casting
- Neck 1)
- Neck 2)
- Back 1)
- Back 2)
- Chest 1)
- Chest 2)
- Gloves 1)
- Gloves 2)
- Gloves 3)
- Legs 2)
- Ring 1:
- Ring 1:
- Ring 2:
- Trinket 1:
- Trinket 2:
- Trinket 2:
Relics go in the same slot as a bow or throwing weapon. They either make spells cheaper to cast or make them do more healing or damage. They also allow you to leave your four totems in the bank starting with Patch 3.0.2. However, you cannot destroy these totems.
Like weapons, relics can be switched in combat. However, it will trigger a 1.5-second global cooldown (in addition to interrupting any spell you were casting).
Patch 2.4.3 eliminated relic swapping via macros due to the following change:
* Equipping an item will now cancel any spell cast currently in progress.
In general, use the if mana is not an issue. Otherwise use .
Your water shield will not continue to get a boost if you switch to another relic after casting it.
How to calculate the value of on-use trinkets:
Take the amount of additional healing and multiple by the duration of the buff. Then divide by the cooldown. Letâ€™s use as an example
158*20/120 = 26.3 spellpower
To ensure you use on-use trinkets every time the cooldown is available, you can create a macro to use them each time you cast Earth Shield, Chain Heal or another spell.
Trinkets below are listed in no particular order.
Mercurial Alchemist Stone
Requires Alchemy (400)
Equip: Improves haste rating by 50 (2.26% @ L75).
Equip: Increases spell power by 59.
Equip: Increases the effect that healing and mana potions have on the wearer by 40%. This effect does not stack.
Wearing gear with spell haste can be beneficial any time you're not going OOM in a fight. By wearing gear with spell haste, we can cast spells faster, boosting our overall healing done for a fight â€“ and potentially have heals landing faster to prevent deaths.
In most raids, you will have a total of 8% haste before gear: 5% from Wrath of Air Totem
3% from Improved Moonkin aura (balance druids) or Swift Retribution (retribution paladin)
1% haste means you will cast 1 additional spell in the time it would normally take to cast 100 spells. You do NOT cast 1% faster.
1% Spell Haste = 15.76 Haste Rating at Level 70 = 32.78 Haste Rating at Level 80
Haste Need to Reduce Chain Heal Cast Time at Level 80
2.4 seconds = 137 haste rating
2.3 seconds = 286 haste rating
2.2 seconds = 447 haste rating
2.1 seconds = 625 haste rating
2.0 seconds = 820 haste rating
1.9 seconds = 1036 haste rating
Haste Need to Reduce Chain Heal Cast Time at Level 70
2.4 seconds = 66 haste rating
2.3 seconds = 137 haste rating
2.2 seconds = 215 haste rating
2.1 seconds = 300 haste rating
2.0 seconds = 394 haste rating
1.9 seconds = 498 haste rating
Spell Haste is calculated after talents. So if Healing Wave is 3.0 seconds normally and talents reduce it to 2.5 seconds, then 10% haste (157 haste rating) would reduce the cast time to 2.275 seconds.
*For Level 70, use 1576 instead of 3278
Spell Haste reduces the global cooldown to as little as 1 second. No amount of haste including Bloodlust/Heroism will lower the global cooldown below 1 second. This can be proven using the following UI hook and spamming an instant spell with no cooldown inside and outside of Bloodlust:
/run hooksecurefunc("CooldownFrame_SetTimer", function(_, start, duration, enable) if start > 0 and enable > 0 then DEFAULT_CHAT_FRAME:AddMessage(duration) end end)
For further information: http://elitistjerks....rks_what_means/
The best consumables for raiding have not yet been determined. All useful items are listed.
-- No new flasks with Intellect so far
(45 crit rating)
(45 haste rating)
(500 haste rating for 15 seconds)
(60 crit rating and 180 spell power for 15 seconds)
(Stuns you for 6 seconds and restores 5400 health and mana)
(Restores 2475 to 4125 mana and health)
(4200 to 4400 mana)
and (46 spellpower and 40 stamina)
(46 spellpower, 40 stamina and 80 AP)
and (40 haste and 40 stamina)
and (16 mp5 and 40 stamina)
and (40 crit and 40 stamina)
You can raid as a resto shaman with any two professions. Blizzard also tried to balance professions so that they provided approximately equal buffs to attack power, spell power, etc. However, many players enjoy maximizing their healing, DPS and tanking abilities and one way to do so is with professions. You can find a summary of profession perks at WotLK Profession thread. The comparisons below are done with spell power and mp5, although many professions can also be used to boost crit and haste ratings.
Black Smithing > Alchemy or Enchanting or Inscription or Leatherworking > Tailoring or Herbalism or Mining or Skinning or Engineering
- Black smithing will provide the biggest boost to your stats by giving you 2 extra gem sockets. You would gain 46 spell power, 16 mp5, 21 crit rating, or 21 haste rating (assuming epic gems are introduced).
- Alchemy doubles the duration of flasks and elixirs. The trinket will give a 40% bonus to potions. Alchemy also boosts the effect of flasks and elixirs, which can give you an extra 13 mp5 or 37 spell power.
- Enchanting gives you an extra 38 spell power (19 spell power per ring).
- Inscription gives you a shoulder enchant with an extra 37 spell power.
- Jewelcrafting allows you to use 3 prismatic gems which will give you an extra 27 spell power, 9 mp5, 21 crit or 21 haste rating. It also means that by using the prismatic gems you can meet any meta gem requirement, which could be worth additional stats. The gems are not unique so you can use 3 of one kind.
- Leatherworking is not as powerful as it was in the Burning Crusades. Drums are not useable at Level 80. You can gain an extra 37 spell power with a bracer enchant.
- Tailoring gives a chance to restore 300 mana on spell cast.
There is no global cooldown when you activate a trinket so it wonâ€™t delay your heal.
13=upper slot trinket
14=lower slot trinket
#showtooltip Nature's Swiftness /stopcasting /use 13 /use 14 /cast Nature's Swiftness /Cast Tidal Force /cast Healing Wave
If you use Clique: change the last line to /cast [target=mouseover] Healing Wave
Note: Patch 3.0.3 made Tidal Force useable with Nature's Swiftness
Wind Shock & Earth shock
This will will stop whatever you are doing and Earth Shock or Wind Shock your focus, no matter what you currently have targeted. If you don't have a focus, it will shock your current target. Very helpful in fights where there are multiple mobs the raid is DPSing. Also, if you focus is dead, it will clear your focus.
/stopcasting /clearfocus [target=focus,dead] /cast [target=focus,harm,exists] Earth Shock /cast Earth Shock
It shocks your target if itâ€™s hostile. If youâ€™re targeting a friendly target (like the main tank), it will shock their target. This macro is helpful in PVP. The first macro can be more helpful for raiding when you only care about interrupting a single target.
/stopcasting /cast [harm] Earth Shock; [target=targettarget, harm] Earth Shock
If the person you are targeting is an enemy, it will cast purge. If it's friendly (i.e a person you're healing), it will purge their target.
/cast [harm, nodead] [target=targettarget,harm,nodead] Purge
There's no way to cast both Cure Poison and Cure Disease with just one key (unless you have the talent for Cleanse). These macros are as close as you can get.
#showtooltip [nomodifier]Cure poison #showtooltip [modifier:shift]Cure Disease /cast [help,nomodifier] Cure Poison; /cast [help,modifier:shift] Cure Disease; /cast [target=player,nomodifier] Cure Poison; /cast [target=player,modifier:shift] Cure Disease;
#showtooltip /castrandom Cure Poison, Cure Disease
NOTE: For mouse-over healing use /castrandom [target=mouseover] Cure Poison, Cure Disease
Also note that random means it won't always pick the spell you need on the first click. It can take several tries to remove the debuff. Using /castsequence will NOT work.
Who should I assign the shaman to heal?
Shaman are best at healing multiple targets that are standing near each other. Assign them to heal melee or simply keep the entire raid topped off. In a 25-man raid, you should see their chain heal constantly jumping from player to player. Shaman can heal a single target, such as the main tank. However, this role is better filled by a priest, paladin or druid.
Should I let shaman roll on cloth or leather gear?
Yes. Sometimes a cloth or leather item is better than the available mail items for a slot. This is particularly true if there is no spirit on the cloth or leather gear. If the cloth or leather gear has spirit, itâ€™s probably of more use to a priest or druid. Staves and off-hands are also more beneficial to priests and druids.
In which group should I put a resto shaman?
Now that most totems and buffs are raid wide, there is more flexibility for constructing groups. In general, shaman should be put with other casters who need mana from Mana Spring and Mana Tide (which remain party-only buffs).
Healing Done = [Base + (cast time / 3.5) * 1.88 * spell power + relic] * Talent multpliers * GlyphBonus *OtherBonus
OtherBonus includes Healing Way, Tier 6 set bonuses, etc.
Chain Heal = 2.5/3.5 = 0.7143
Healing Wave = 3.0/3.5 = 0.8571
Less Healing Wave = 1.5/3.5 = 0.4286
Earth Shield: Receives 28.6% of your +spell power per charge. The 30% listed at Wowwiki is incorrect.
Healing Stream: Receives 4.4% per tick. Affected by Purification talent. Sites listing 6% are incorrect.
Earth Living Weapon = Since it only procs on heals, it is calculated as a secondary effect:
= [Base + (12/15)(5/11) * 1.88 * spell power] * talent multipliers
actual_cost = [ (base_cost - relic) * (1 - sum_of_percentage_modifiers) ]
Percentage Modifers include Tidal Focus (1.05) and the Tier 6 set bonuses
In Patch 3.0.2, Blizzard made changes in spell cost to prevent downranking. It is now practical to use only the highest rank of each spell. Downranking was using a lower level of a spell to reduce overhealing and improve mana efficiency.
Currently, Blizzard provides no in-game way to manage your totems. And putting 20+ of them on your hot bar is a bad idea.
- Call of Elements: Kiki WoW Addons :: Index
Manages totems but not elemental shields or weapon buffs
- TotemTimers: Displays four timer buttons one for each totem element
- Totemus: Manages totems, buffs, potions, drink/food and messages
- Yet Another Totem Addon (YATA)
Some other helpful mods that are available through WowAce or Curse.com
- Grid (Recommended): Raid UI that can show the health and mana of all players. It also shows incoming heals from other healers using Grid, including HoTs. It also displays debuffs on players that can help you react more quickly to damage in the raid.
- Clique (Recommended): Mod to cast heals by mousing over a raid frame and clicking. Use it with Grid or another raid UI.
- Shaman Friend: Audible warnings when an elemental shield or weapon buff expires. Can report a successful purge, interrupt or grounding to party or raid channel.
- GridStatusChainRule: Indicates which rank of Chain Heal (if any) will be 80% efficient or more on the target. Also colors the frames based on how many Chain Heal jumps are possible from each target (from 0 to 2). All members of a raid must have this add on (but not the entire Grid package) for it to work effectively.
- Healbot: Functions much like Grid + Clique. However, Grid is recommended for higher-end raiding due to its display of debuffs.