3.1 PTR and Shamans, Lodur’s Initial Thoughts.

totem

So the PTR is upon us and Shamans have a few changes to contend with. For those of you who haven’t been following the changes I’ll post the notes here before I give my comments on them so far. I’ll only give a list of the ones that affect restoration shamans but the complete list can be found Here

Shaman

  • Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
  • Poison Cleansing Totem and Disease Cleansing Totem have been merged into ” Cleansing Totem. ” Cleansing Totem pulses every 3 sec, down from 5.
  • Talents
    • Restoration
  • Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
  • Cleanse Spirit now has a new icon.
  • Riptide: This spell has a new icon.

Bug Fixes

  • Tremor Totem: Now correctly pulses every 3 sec, up from 1 sec.

I really like the combining of totems so far. I’ve been begging for totems to be less cumbersome for ages now, and it’s finally starting to happen! I think this is going to prove especially nice in encounters where you have poison and diseases flowing around. Just drop one totem and like our buddies at Ronco with their Showtime cooker, you can set it and forget it. Tremor totem is also being fixed. While I know some of you are going to be sad about it no longer pulsing every second on the second, let me tell you this is a good thing. First of all I don’t know if you’ve had this happen yet, but I’ve been having tremor totem completely fail me as a result of this bug. It will be down, there will be a dispellable fear, I’ll be on top of the totem and even after it “ticks” I’m still running around like a Shaman with my Totem cut off! Right now on the PTR everything is back to normal with this totem apparently.

One change I’m not looking forward to is the Change to Bloodlust / Herosim. I might be missing it but it almost doesn’t make sense to me. Personally I think how the spell works on live is preferable overall to the way it was changed for 3.1.

Ancestral Awakening change is very interesting, and a significant buff to the talent. Ineffective healing, if my understanding of it is correct, is more then just your overheal. Ineffective healing is any healing lost from the initial cast/roll of the spell. Example would be, your tank has a healing debuff that reduces the incoming heals by 50%. When you cast your spell lets say you roll a 9,000 crit heal. The debuff takes it to 4,500 healing, making 4.5k of it ineffective. This talent change would count the whole 9,000 heal if I’m understanding  this correctly. This also means that if I roll a 20,000 crit heal (to borrow from my previous post =P ) That’s going to be a 6k heal on someone else in the raid. This is going to require some testing, I’ll let you know more after I’m done running this one through the ringer.

On the purely cosmetic aspect I’m pretty excited about Cleanse Spirit and Riptide getting new icons. Lets be honest, the ones we have now are pretty lame. I’ll post screenies of them later on.

Glyphs

With new new patch we see some new glyphs pop up for the Shaman of many persuasions. Here’s what you have to look forward too.

  • Glyph of Thunderstorm *new* — Reduces the cooldown on Thunderstorm by 7 sec.
  • Glyph of Feral Spirit *new* — Your spirit wolves gain an additional 30% of your attack power.
  • Glyph of Riptide *new* — Increases the duration of Riptide by 3 sec.
  • Glyph of Earth Shield *new* — Increases the amount healed by your Earth Shield by 20%.
  • Glyph of Totem of Wrath *new* — When you cast Totem of Wrath, you gain 30% of the totem’s bonus spell power for .
  • Glyph of Hex *new* — Increases the damage your Hex target can take before the Hex effect is removed by 20%.
  • Glyph of Stoneclaw Totem *new* — Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.

Nice additions, but the restoration ones are only ok. The Riptide one is pretty meh, 3 extra seconds on it are not as good as some of the other things we can glyph for (LHW, Watershield etc). The Earth shield one is really good. Too good to be true. I foresee that 20% dwindling to a much smaller number, especially considering how our talents currently affect the spell. Glyph of Hex is interesting. The spell is good for what it is, I use it quite a bit in 5 man heroic groups and I’ve found myself using it in 25 man raiding as well (Kel mind control targets make great frogs). Having my target take a bit extra damage before breaking could be quite handy.  I don’t know how I feel about Stoneclaw totem. Right now at max level it has 1620 health, it’s effect protects your totems by absorbing any damage done to them back to the Stoneclaw. By all appearances it would seem that the Glyph includes you in that bubble, and if it is 4 times the current amount, that’s 6480. That’s not a whole heck of a lot, and it seems that if someone was enterprising enough they would just attack your totems instead of you. This Glyph will probably not be used if it stays as is.

Minus the Heroism / Bloodlust nerf (and yes it is a mighty nerf) the rest seems pretty good. The streamlining of totems is pretty awesome, the Earth Shield glyph is fantastic for as long as it lasts and the Ancestral Awakening change makes me downright giddy. I’ll have more detailed information after this weekend. Lodur is copied over and ready to roll, time to see what we can do with our new cookies. =D

Please feel free to share your input or any thoughts you have on these changes

Until next time, Happy Healing.

Being the Shaman Behind the Meat Shield

meat

Back on the 13th, Mera asked a question that I felt deserved a post to fully answer it.

“Can shamans make good MT or OT healers, as in to the same standard of other healing classes?”

I provided a short answer of yes on the 13th, but I’m going to try to flesh it out a bit more here.

Shaman have been given a lot of tools when Patch 3.0 was brought live. These tools allow us to be competitive with other healers in single target healing. Really we can break this down into a few sections – Spec (talents), Glyphs and Strategy.

Spec/Talents:

There are three very popular specs out there right now:

  • 0/16/55 This has been referred to as the cookie cutter spec.
  • 0/14/57 This spec. This spec moves points out of Elemental weapons to buff ancestral healing.
  • 0/14/57 A build which takes a few points out of Thundering Strikes in order to have a maxed Healing Way and Ancestral Healing while forsaking Improved Water Shield.

Each has different strengths they bring to the healing fight so to speak so lets take a quick peak at some of the choice talents.

Let’s take a look at the talents we pick up in enhancement first.

Thundering Strikes: This talent is five points of wonderful. It boosts your crit by a solid 5%. This is great because when you are on a Tank there can often times be spikes in damage. Having a higher crit ensures a better chance of being able to top off the tank with one healing wave instead of two or three.

Improved Shields:  This talent increases the bang for the buck you get out of your Earth Shield. That 15% counts for a lot in the long run, and your tank will thank you for picking it up.

Elemental Weapons: More spell power is always good.  This gives you an additional 45 spell power, no reason not to take it.

Now, those are very straight forward. One can argue the same about the next set but I’ll highlight the talents in the restoration tree that, in my opinion are great main tank healer abilities, or have been updated recently and can fill that role.

Healing Way: I’ll start with Healing Way, which is second only to Earth Shield in my book when one thinks of Shaman healing a tank.  This talent recently underwent a change that make it a very useful talent once again. The full affect of the talent is applied when you use the spell once. This means that you no longer have to spam the ability 3 times to get it rolling. Front loading the effect means that you can toss a Healing Wave on the tank, and then burn another 15 seconds worth of spells and Global Cool Downs until the ability expires. Tossing another healing wave on the tank will immediately receive an 18% boost and keeping this in mind it’s very very easy to net 20k crit heals and higher. I personally feel this is a must for shaman doing tank healing.

Earth Shield / Improved Earth Shield: These are pretty self explanatory. Earth Shield is a bread and butter talent. For as long as we’ve had it, we’ve been using it and rightly so. You toss this up on the main tank and it can help to create a very nice reactive buffer for health loss. This talent also underwent a fix recently. Previously the chance for the shield to crit heal was based on the person you put it on. Meaning a fire mage was more likely to get crit heals then a prot warrior. They’ve fixed it now so that it has a chance to crit based on your crit at the time of casting. Looking at your talents you have 14% built in before gear and INT are calculated. This just helps improve something that was already golden.

Ancestral Awakening: A lot of people don’t like this talent, but I personally love it. Taking a look at it, Ancestral Awakening really fits well with a main tank shaman healer. It procs off of Lesser Healing Wave, Healing Wave and Riptide. If you are on a tank, you’re going to be using a lot more Healing Wave then you usually do, and as a result this will proc more often. It heals for 30% of the amount healed. Lets say it procs off of a nice Healing Wave crit for 20,000 hp. The talent (like beacon of light) only spreads around the part that’s effective healing. Lets say 10,000hp of that heal is actually healing. That’s still a 3k heal that lands on someone who needs it.

Tidal Force: Again, pretty self explanatory. Having something that boosts your crit for Healing Wave is always a good thing

Tidal Waves: This talent is also very nice. It procs off Chain Heal and Riptide. We can assume that you’ll be using Riptide pretty liberally as it’s an instant cast hot with a flash heal at the front (so yes you should be using it if you’re not), and so this should be up all the time. It reduces the casting time of your Healing Wave spells by 30%. That extra little bit of haste helps to deliver your big heal faster.

Glyphs:

For Glyphs it might be a bit hard to choose for tank healing duty but we do have some good ones to choose from.

  • Glyph of Water Mastery: More mana! I hope I never hear anyone complain about more mana =D
  • Glyph of Mana Tide Totem: Again more mana, in this case taking full advantage of all the INT you have.
  • Glyph of Healing Wave: This takes advantage of your Healing Wave casts by returning 20% of the effective healing done, ignoring overheal amounts. Great glyph for AoE bosses and fights where you might not be able to heal yourself.
  • Glyph of Lesser Healing Wave: Less mana to cast, and faster then it’s big brother, this glyph lets LHW strike an Earth Shielded target for a respectable amount on par with non crit Healing Waves.
  • Glyph of Earthliving: This helps make sure you have a HoT up as much as possible. 5% more Earthliving procs can help cushion your healing a bit.
  • Glyph of Chain Heal: Even though you’re going to be casting more heals then Chain Heal, it still remains our most efficient heal. Casting it in between Healing Waves can help keep Tidal Waves up, and if you happen to catch any low melee in the process, so much the better.

Pick glyphs that help fill in gaps in what you need. If you need more mana, two glyphs will go along way to help that. If you find yourself taking damage and not being able to peel away from the tank, there is a glyph that help you keep standing long into the fight. Now these are just the Resto ones, I’ve heard people using ones to finagle more crit and such.  Take a look Here and find ones that work for you.

Strategy

Lets face it, loling around and chain healing a raid isn’t rocket science. Using our tools to their full potential while raid healing take much more finesse. Switching gears from Raid Healing to Tank Healing takes a different mindset. First thing to remember is Resto Shaman don’t really have any preventative measures to help mitigate incoming damage beyond Stoneskin Totem and Strength of Earth Totem to add armor or STR/AGI for mitigation. Our healing is all reactive aside from maybe our two HoTs, and even then we only have full control over one of them. Earth Shield requires the person you put it on to be hit before it goes off. As a result we spend a lot of time overhealing when we’re on a tank in an attempt to keep them topped off. With the amounts of mana regen we usually have, it’s not hard to keep the spells constantly streaming while keeping up on mana. You will also make full use of all your healing spells as a tank healer. Be adaptive to the situation and be ready to move with your tank. With raid healing it’s easy to sit put and plug away but a lot of times with the tank you’ll have to move with them to keep them in healing range or line of sight.

Conclusion

With all this in mind my answer to the question is Yes, I feel that shaman are more then capable Tank Healers, on par with other classes. We have all the tools necessary to fill both roles of the Raid Healer and Tank Healer effectively. There may be fights were a certain type of healer is better for the job (like a Discipline Priest healing the Sartharion Tank on Sarth 3D) but that doesn’t mean it’s the case every time. We can keep up with the Priests, Paladins and Druids in single target healing just fine.

Image courtesy of www.plan59.com

Holy Light Spam – Less Calories than the Original

holy-spam

This is a guest post by Sientina, a Holy Paladin

I’ve been reading a few (okay, a bit more than a few) paladin threads lately, sifting through the arguments about what to gem and what is the premiere paladin stat. It never fails that in every single thread at least one or more people comment how ‘I have X amount of Y and I spam Holy Light for the entire boss fight’.  With how healers mana is in the current content, I can understand why they would just spam Holy Light, and if glyphed, AoE five melee around that particular tank.  But with the exception of Patchwerk or Instructor Razuvious (on the Understudies if your priests were a bit off their game) I can’t think of a single boss fight in the current content that would warrant Holy Light spam.

There’s always a defensive reply from the paladins who spam the light when they’re confronted.

“My overhealing meters don’t count if no one dies!”

No, but unless you’re healing a five man, there are others healing with you.  Are your raid healers going low on mana?  Think about helping them out.  Why not spread some Flash of Light throughout the raid? If the tank needs a heal bomb, Divine Favor + Holy Shock + Instant Flash of Light at the cost of two global cooldowns for about the same healing as one Holy Light will work just fine.  Perhaps you’ve been working on the 6 minute Malygos achievement but haven’t gotten it yet. If more healers were being mindful of who else is taking damage and taking care of it instead of mindlessly spamming, maybe you could run it with one less healer. Who’s pulling the healing weight in your raid?

“If I have the mana to support spamming Holy Light, why shouldn’t I?”

If you have the mana, you’re overgeared for the content. Plain and simple. If you are overgeared, your overhealing is through the roof and into outer space assuming your tanks are overgeared as well. If you don’t need the extra healing, why do it? DPS a little, judge a bit more often.  Of course, keep an eye on your tank but watch everything else around you.  Get in the mindset of watching what happens to the raid. Warlocks that get high up on threat and need a Hand of Salvation. That mage that tends to pull aggro at the wrong time and needs a BoP.  We are currently in Kara-like content, people.  This is easy mode.  Ulduar will not let you get away with just pressing 2-2-2-2-2,. Getting healer tunnel vision will screw you over later.

Ask yourself this question. Why would Blizzard change the paladin class from spamming Flash of Light to spamming Holy Light?

Back in vanilla wow, Flash of Light was a paladin’s bread and butter spell.  All one did was hit FoL over and over and over again while refreshing 5 minute blessings.  In Burning Crusade, we were gifted with Holy Shock, a very mana inefficient spell with a long cool down, but it was great when everything went to hell.  Once Wrath came, we were reworked into a healing machine. Holy Shock got a longer range, critting with it made our Flash of Light instant or our Holy Light faster.  On top of that, we got Sacred Shield and while it was active, our Flash of Light gets an extra 50% to crit.

Blizzard made our spells to be synergistic. Use the mechanics to make the best out of the paladin class. Play with your spells. We are still the healers of the main tank more than any other class, but we are not limited to just that.  Sure we don’t have a chain heal, a wild growth, or a circle of healing, but who cares? With the mana regen changes coming in 3.1, Shamans, Druids and Priests will have to be more mindful of mana. I know I’ll be there backing them up.

So please, lay off the canned meat. Its just not healthy for you or for your raid.

Resto Shaman: Best in Slot

hiphop_rap_bling.jpg

 

Lodur here again, this time I’d like to talk a bit about the Restoration Shaman’s Best in Slot items. Syd’s post from the other day got me thinking that it would be good to toss this up for everyone to peruse. For those of you who don’t visit Plusheal often or at all there was a great thread and discussion over there in the shaman section based on the Best in Slot premise. I’d like to thank BeefyBuffalo for starting a great thread there, as well as all the theory crafters who contribute there regularly. This loot selection will most certainly change once Ulduar comes out but this is my best shot at putting it together for the available content. This list also in many places gives alternatives for preference gearing (crit or haste).

Head:

[Valorous Earthshatter Headpiece] (Kel’thuzad-25)

This offers a great set of of stats for us high INT and a good amount of MP5 and Spell Power. It also features Haste over crit as well as having two sockets for gemming.

[Helm of Pilgrimage] (Heigan -25)

This helm has slightly more MP5 then the Earthshatter as well as slightly higher Spell Power, but at the cost of both sockets. In place of haste it features a good chunk of Crit (almost 2%)

Comparable to the two is [Helm of Unleased Energy] (Gothik-25)

Neck:

[Life-Binder’s Locket](Malygos key quest) or  [Chains of Adoration] (several boss in Naxx-25)

The Life Binder’s is a better overall piece but you’ll probably see chains before the locket.

Shoulders:

[Valorous Earthshatter Spaulders](Loatheb-25 or 60x Emblems of Valor) or [Council Chamber Epaulets] (Sartharion-25)

Again it’s a crit vs haste itemization here. I put Valorous higher on the list for two reasons. You can get it for badges which makes it easy to obtain and it puts you closer to the full set bonuses.

Back:

[Pennant Cloak](Sartharion-25), or [Cloak of the Dying](Kel’thudzad-10)

For this I personally prefer the Pennant cloak. Good stats and it has both crit and haste. I know it doesn’t have MP5 but it does have a socket which is very nice.

Chest:

[Tunic of the Artifact Guardian](Malygos-25) or [Valorous Earthshatter Tunic](Four Horsemen-25)

Again the Earthshatter tunic is nice if you’re still working towards your 2 piece or 4 piece bonuses but my honest suggestion would be go after the other slots (legs, gloves, shoulders and helm) and try to grab yourself the Artifact Guardian chest. It’s an awesome chest piece with a goodly amount of crit and a nice chunk of spell power. You lose a socket compared to Valorous but what you gain from this chest piece is just too good to pass up in my opinion.

Wrist:

[Bindings of the Decrepit](Heigan-25) or [Cuffs of the Shadow Ascendant](60 x Emblem of Valor) Identical

Pretty straightforward here, same item, two different ways to get it. Simply best bracers you can get.

Hands:

[Winter Spectacle Gloves](Malygos-25) or [Bountiful Gauntlets](Sartharion-25) or [Valorous Earthshatter Handguards] (Sartharion-25)

These are all good options each has great stats and looks pretty slick too. My personal suggestion again though is if you don’t have your set bonuses or are working towards the 4 piece, go for the Valorous

Waist:

[Sash of the Parlor](cloth from Anub’rekhan-25) or [Girdle of the Gambit](Patchwork-25)

While the cloth belt is viable, I personally prefer the Girdle of the Gambit. Toss a belt buckle on it and march that thing around!

Legs:

[Valorous Earthshatter Legguards] (Thaddius-25) or [Legguards of the Undisdurbed] (Noth-25)

Again both are good, but I personally prefer the Valorous leggings.

Feet:

[Sabatons of Firmament](Sartharion) or [Atonement Greaves](Faerlina -25)

Here I prefer the Atonement Greaves. Slightly better stats and a good dose of haste with a bit more MP5. Again though this selection boils down to preference of Crit or Haste.

Finger:

[Signet of Manifested Pain](Kel’thuzad-25) or [Seized Beauty](Faerlina-25) or [Ring of Decaying Beauty] (Sapphiron-25) or [Wyrmrest Band] (Sartharion-25)

This again is largely a matter of choice, these are just the best options available. Personally I prefer a combination of Decaying Beauty and Wyrmrest Band.

Main Hand:

[Torch of Holy Fire] (Kel’thudzad-25) or [Hammer of the Astral Plane](Kel’thudzad-10) or [Wraith Strike](Maexxna-25)

Yeap that’s right, a spell power fist weapon! It’s really a great 1 hander well worth picking up if you see it drop. Baring the fist weapon dropping, holding out for Kel’s Torch isn’t a bad idea. It gives us a ton of stats we love and well… it looks pretty cool too!.

Off-hand:

[Voice of Reason](Kel’thudzad-25) or [Shield of Assimilation] (Anub’rikhan-25)

My preference here is for the Shield of Assimilation. To me the MP5 on it makes it a bit more enticing for a Resto Sham.

Relic:

[Totem of Forest Growth](15 Emblem of Heroism) or [Totem of the Bay] (30 Venture Coins- Grizzly Hills)

Not a lot of choices at 80, but I think Forest Growth should be the first badge item you buy. It’s a cheap and effective item that will carry you well throughout current content.

Trinkets:

[Illustration of the Dragon Soul] (Sartharion-25) or [Je’Tze’s Bell] (BoE World Drop) or [Soul of the Dead] (Sapphiron-25) or [Mercurial Alchemist Stone] (Crafted) or [Living Ice Crystals] (Malygos-25)

These represent the crème de le crème of trinkets for us in my opinion. Personally I favor The Bell combined with Crystals. The MP5 Combined with another instant heal makes it a beefed up [Vial of the Sunwell] !

Set Bonuses:

Your Tier 7 bonuses for both 2 piece and 4 piece are extremely nice. 2 Piece nets you Water Shield Boost: your Water Shield is 10% stronger. This means that your passive MP5 from water shield, as well as your mana returned per charge consumed is increased. Lets face it, more mana is never a bad thing right? 4 piece allows for Spirit Link Chain Heal which means the healing done by your Chain Heal and Healing Wave is increased by 5%. That’s most definitely a good thing. I mean, when was more healing ever bad? More mana + more healing output = great set bonus.


Final Thoughts:

Keep in mind that your T7 gear is the equivalent of T4 back in Burning Crusade, so if you don’t get everything on your list don’t panic. There will be upgrades coming in the next content patch besides tier loot, of that I am certain. Also remember these represent my opinions, feel free to create your own wish lists or checklist of items you are looking for.

If you have something on your wish list that you want to share, please feel free!

Till next time, Happy Healing.

~Lodur

Image courtesy of dallasvintageshop.com

For the Resto Shaman: Settling the Crit vs Haste Discussion

sham-crit-haste

This is a guest post from Lodur, a Resto Shaman who set up an experiment to determine what is better: Haste or Crit. The experiment consisted of two relatively equally geared Resto Shamans with slight variances in haste and crit thrown into a full clear Heroic Naxxramas.

Round 1

Lodur from Zul’jin here again. Today I’d like to talk a little bit on the topic of Crit versus Haste. This has been a hotly debated topic among the shaman community since patch 3.0 dropped on us giving us all kinds of goodies. Specs have been proposed and gear has been compared using every measuring stick imaginable. The arguments are all over the Internet, and you can find them on all sorts of forums and websites. Right now though I’d like to take a look at some key points for each camp that have recently been brought up in my guild’s Shaman Class forums.

Pro Crit:

  • Bigger heals = less heals needed

  • Allows for increased rate in procs in key talents such as Improved Water Shield,and Ancestral Awakening.

  • Takes full advantage of the fix to Earth Shield which now has a crit change equal to the caster and not the recipient of the shield

  • Allows for Increased performance of preventative healing

  • Allows for greater single target healing efficiency

Pro Haste:

  • Allows for lower casting time for Chain Heal which is a shamans most efficient heal (5.23 heal per mana)

  • Allows for a greater number of spell casts which will allow key talents such as, Ancestral Awakening, Tidal Waves, and Healing Way to proc more often on more targets

  • Allows for Increased performance in "twitch" or reactive healing

  • Allows for greater group healing efficiency, while giving the passive regen of a Glyphed Water Shield time to restore mana. 

  • Allows for quicker application of Earth Living Weapon so as to proc to more targets

To further understand these points we can look at the talents and abilities so you can begin to see where each is coming from.

Talents / abilities Described:

  • Ancestral Awakening: When you critically heal with your Healing Wave, Lesser Healing Wave or Riptide you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health friendly party or raid target within 40 yards for 30% of the amount healed. This may not seem like much but this adds up over time. It normally clocks in at around 1% of your total healing output.

  • Improved Water Shield: You have a 100% chance to instantly consume a Water Shield Orb when you gain a critical effect from your Healing Wave or Riptide spells, and a 60% chance when you gain a critical effect from your Lesser Healing Wave spell. This is helpful with mana regen especially if your find your MP5 or raid replenishment lacking.

  • Healing Way:Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 18% for 15 sec. This turns your 15,000 Healing Wave crit into something that creeps up to around 20,000 and with the change to the talent applying the full bonus on once cast of Healing Wave, it has found it’s way into many rotation.

  • Earthliving:Imbue the Shaman’s weapon with earthen life. Increases healing done by 150 and each heal has a 20% chance to proc Earthliving on the target, healing an additional 652 over 12 sec. Lasts 30 minutes. 20% meaning 1 out of every 5 heals will land a hot on a target. Using a Glyphed Chain Heal means 4 targets per heal. A 652 HoT doesn’t seem like much but it adds up over time. 

Practical Application:

Someone once said me to "Lodur, I hear what you’re saying but I need to see the numbers." So after a lengthy discussion with another shaman in our guild we decided to give it a go. I would continue to stack haste (Hello, My name’s Lodur, and I’m a haste junkie) and they (I wont use their name simply because I don’t exactly have their permission to post their toon details on the interwebs and I’m respectful like that) would stack crit and change spec and see what numbers we got.

All numbers are without totems or self buffs, and not including Earthliving Weapon. These also do not take into account trinkets like Egg of Mortal Essence . Both of us were present for all four wings of Naxx and we were both tasked with Raid / OT healing at the same time in order to keep things as consistent as possible.

(And before anyone says quality of player or anything silly like that it should be noted that me and Shaman 2 are consistently within a stones throw of eachother every raid and both have been doing this for a long time!)

Let’s look at what some numbers produce, looking at builds and stats first. All gear is at the item level of i200 and i213. This is without totems, weapon buffs, food or raid buffs. Both shamans used the same Glyphs for the run. Glyph of Chain heal, Glyph of Water Mastery, Glyph of Lesser Healing Wave and Glyph of Water Shield

The Stats

  Lodur Shaman 2
Spec Spec here (Excludes Improved Water Shield in favor of Healing Way) Spec here (Inclusion of Thundering Strikes over Enhancing Totems )
Intellect 1010 983
Haste 419 (14%) 262 (8%)
Crit 19% 31%
Spellpower 1952 1936

As you can see the stats are fairly close, differing mainly in their haste and crit rating. So lets take a look and see what the end result of the run was number wise.

The Results

  Lodur Shaman 2
Total Healing 5328335 5089956
Water Shield 60813 64400
Earthliving 444686 311665
Ancestral Awakening 75251 67245
Average Crit 24% 34%
Overhealing 40% 40%

Wow. Pretty close there! Now that’s overall for the entire raid night. So as everything averages out at the end they wind up being pretty similar. We can break this down a bit further and look at some of the individual fights to look for strenghts and weaknesses for each. Lets pull out two boss kills here.

Maxxena:

Lodur: Total Healing Done: 68,068
Shaman 2: Total Healing Done: 123,953

Damn, got almost doubled on that fight! The strong single target heals allowed for Shaman 2 to top off tanks and webbed people in one gulp causing my quicker heals to move on over into overhealing.

Heigan the Unclean:

Lodur: Total Healing Done: 222,257
Shaman 2: Total Healing Done: 109,780

Haste won that round! The faster group heals and lesser healing waves allowed for me to top people off quicker while diseases were cleansed.

The trade off between bosses carries on from there with Crit winning on Loatheb and Haste winning on Patchwerk. The two have fights where they will always shine slightly brighter then the other, but overall they perform to roughly the same output.

The Conclusion

It is, in the opinion of this shaman, so close that the difference really boils down to playstyle.

Both ways work! If you have a preference roll with it. Gearing for both is very easy. There’s haste on just about everything and what mail spell power pieces don’t have haste normally have a ton of crit (yes I know it can be argued that its elemental gear but it still works for healing all the same).

There will always be fights that are slightly tougher for your then if you had more haste rather then a ton of crit, but thats true about everything in the game. The synergy between the two is also noticeable. Fights where a hastened Healing Wave can keep Healing Way up so that the crit spec can land a huge, huge heal will always be there.

Well that’s it for round one of haste vs crit. Round 2 will be after 3.1 drops and Ulduar is available. Until next time, happy healing.

Image courtesy of Aurik