Resto Shaman Tier 9 and More!

By now I’m sure you’ve all heard about the tier 9 sets that have been released. Unlike Tier 7 and 8, instead of having two different levels of gear, there are three levels.

Conquest (ilevel 232)

Triumph (ilevel 245)

Heroic Triumph (ilevel 258)

This is kind of nifty. It adds more opportunity for raiders of all levels to gain tier set pieces. There is no artwork for it yet, but you can click the link and check the stats. The big thing here is the set bonuses.

Instant cast
Increases the healing done by your Riptide spell by 20%.
Instant cast
Increases the critical strike chance of your Chain Heal spell by 5%.

These might not seem like a lot, but these are quite nice as it stands. Lets take a look at the 2 Piece. Riptide already seems to have received a little buff in it’s healing come the patch but lets use the value of the Rank 4 Riptide and according to the 3.2 talent sheet, the current rank 1 Riptide

The spell has two parts we’ll make the assumption that the set bonus affects both parts. The spell initially hits for 1604 to 1736, a 20% increase on that 1925 to 2083 on the front end. After the initial heal it places a heal over time for 1670. With the set bonus that HoT becomes 2004 over 15 seconds. While that might not seem like a lot consider a couple things. First it’s an instant heal and HoT for Shamans, never a bad thing. The new ranks for the spell haven’t been released yet (that I can find, if you see them please link them to me) so you can imagine those numbers will be higher. Secondly combine the 2 piece with Glyph of Riptide which increases the duration of the HoT by 6 seconds (or with these numbers should be another 800 healing if my math is right) and 2 piece Tier 8 , which lowers the CD of Riptide by a second and you have an instant heal that places a 21 second HoT on your target, and it only has a 5 second cool down. I can see that being extremely useful. Oh, and it still buffs chain heal on the target by 25%.
Let’s take a look at the 4 piece bonus now. Increasing the critical strike change of Chain Heal by 5% might not seem like a lot either, but you have to keep in mind a couple things. Before raid buffs I’m packing close to 27 % crit, maybe more depending on what pieces I am wearing. I suspect the vast majority of the Shaman Healing community falls between 25% and 30% before buffs (cursory glace at armory seems to support that theory) in a raid environment you can already get close to 40% crit. Adding another 5% to that is just insane, it will definitely increase our throughput quite a bit. It will also work hand in hand with changes to Improved Water Shield which now procs off of chain heal without consuming an orb. This will do wonders for our mana regeneration along with our healing throughput.

The newest item I’m probably most excited about though so far is not the Tier 9 set (while it is nice) but we have a new Totem. The Totem of Calming Tides is, quite simply put sexy. When you cast Chain Heal you have a chance to gain 234 spell power for 15 seconds. That is just nice any way you slice it. Combine that with the increased crit chance and the fact we’ll most likely be packing enough haste to have 2 second or sub 2 second chain heals and I suspect more often then not we’ll have the buff. There is no information on proc percentages yet, but it’s still very early in the PTR.  It should also be noted that this so far does not just affect your chain heal spell power, but your overall spellpower, meaning when it procs Earth Shield, Riptide, our various Healing Waves and even Healing Stream Totem will gain a benefit. Personally I can’t wait to get my grubby little Shaman fingers on this one.

Along with the Tier Sets we were provided information for Badge Goggles andBadge Shoulders. While they are pretty good I just find myself hard pressed to get excited about them. Maybe after the models are released for Horde / Alliance.

The new totem and the Tier set fits very nicely with the talent and spell changes for Shamans in the coming patch, you can read my initial thoughts on them Here.

For those who don’t remember here they are again.

  • Call of Air – Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems that Call of Fire or Call of Water.
  • Call of Water – Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems that Call of Fire.
  • Call of Fire – Simultaneously places up to 4 totems specified in the Totem Bar.
  • Totemic Call has been renamed to Call of Earth -     Returns your totems to the earth, giving you 25% of the mana required to cast each totem destroyed by Call of Earth.
  • Tidal Waves has been changed to -     When you cast Chain Heal or Riptide, you have a 100% chance to lower the cast time of your Healing Wave spell by 30% and increase the critical effect chance of your Lesser Healing Wave spell by 25%, until two such spells have been cast. In addition, your Healing Wave gains an additional 4/8/12/16/20% of your bonus healing effects and your Lesser Healing Wave gains an additional 2/4/6/8/10% of your bonus healing effects.
  • Nature’s Guardian now give you a 100% chance to increase your maximum health by 15% for 10 sec instead of 50% chance to heal for 10% of your total health. Cooldown increased from 8 second to 30 second.
  • Mana Tide Totem now has 10% of the caster’s health. (Up from 5 health)
  • Nature’s Swiftness now has a 2 min cooldown. (Down from 3 min)
  • Improved Water Shield no longer consumes a Water Shield Orb when you gain a critical effect from your spells, now also has a 10/20/30% chance to proc from Chain Heal.
  • Ancestral Healing now reduces your target’s physical damage taken by 3/7/10% instead of increasing its armor by 8/16/25%.

Looking at those and looking at the set bonus I’m definitely starting to get excited. I’ll report more on it after I get some time in on the PTR, Lodur is transferred over on the PvE server for the PTR and will be getting some play time tonight after my raid and tomorrow for sure. I’ll update this when I get some more information on how the talents are working and how it feels in a raid environment, particularly hard modes.

What do you guys think of the Tier set and the Relic? Are you going to transfer over onto the PTR and try the new talents out? Are you looking forward to hard mode as a Shaman healer?

Until next time, Happy Healing.

Sig

Official 3.2 Patchnotes for Shamans

Ok so yesterday I posted what the Devs were saying, but now they are officially up on the forums. Lets see what shamans have cooking for the patch and PTR

Shaman

  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • All Shocks now have a default range of 25 yards, up from 20 yards.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.
  • Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
  • Talents
    • Enhancement
      • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
    • Restoration
      • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
      • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
      • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
      • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
      • Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
      • Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
      • Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
      • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.

Lodur’s thoughts:

Oh my! We knew about the totem bars, and we knew an increase in health was comming. 7% increase will be very nice for our survivability in PvE as well as PvP

Nature’s swiftness – We already knew about but it’s nice to see it in print

Ancestral Healing – Great googly moogly thats awesome. I have to say reducing incomming damage by 10% that’s just amazing! And it scales ridiculously well with content. I mean Disc priests used to only get 3% from grace.  This change has made me excited (I hope this one stays! think of this with chain heal!)

Cure Toxins: With us having Cleanse spirit this change is kindda meh for restoration Shamans, but really awesome for odd PvP specs.

Earth Shield: More of a PvP buff but still pretty slick.

Healing Way: This is very handy. The change to this talent will let you roll your Healing Wave around a bit and I’m certain more people will use it now as a result. Maybe not much more, but a bit.

Nature’s Guardian: Also more of a PvP fix, but I’ve seen some Shaman pick it up for progression fights, which isn’t a half bad idea. The change to it could see more use esepecially in hard mode fights with lots of raid wide damage.

Tidal Waves: A lot of Shaman I’ve been talking to haven’t taken a shinning to this one yet. Personally I think it’s a great thing. The extra crit will let you get Ancestral Healing out there and its a fast heal to begin with. I like this change.

Improved Water Shield: 30% change to be triggered by Chain Heal is nice. Not losing an orb is even better. There have been too many hectic fights where you forget or just can’t spare the GCD to toss Water Shield back up. This takes care of that and lets you keep it up a bit longer, which will help your overall mana regen.

Chain Heal: We new the increase in range as well as the lower number on the healing reduction, but seeing it there is a comfort for sure

I can’t wait to test these out!

*edit*

I forgot to mention the replenishment nerf.

Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

Also at the same time MP5 gear will be getting… more MP5

I do <3 me some MP5

Who wants to do some hard modes? What do you guys think so far?

I’ll update this post as needed, but until then, Happy Healing,

Sig

  • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
  • New Shaman Changes Announced!(updated)

    Well we talked about it durring the Shaman Q&A recap here. At the time they were talking about revamping the way totems are handled, and well some news has just come up to shed some light and detail on the new design.

    Nethaera Chimed in an official blue post:

    There comes a time in all shaman’s lives when they must learn to harness the power of nature and wield powerful totems. As they grow in power, so do the opportunities to use these instruments of healing, protection, and destruction. In the upcoming content patch, Call of the Crusade, the shaman will be able to quickly place totems of each element, aiding them in managing these powerful focuses of nature.

    We wanted to provide some insight regarding the upcoming shaman-specific interface addition, the Totem Bar. Shaman will be able to utilize this new bar to manage their fire, earth, water, and air totems in a more accessible and convenient way. This bar will appear on the left-hand side above the standard toolbar, similar to warrior stances or druid forms. The bar contains space for four totems of the player’s choice, one of each element. Clicking the respective button will drop that totem. To the right of the four totems is a button for Totemic Call, which we have renamed Call of Earth. To the left of the four totems is a new ability named Call of Fire which will drop all four totems on the bar at once. The mana cost is the same as if the shaman dropped all four of the totems one at a time. However, it takes but a single global cooldown.

    Questing shaman will be able to quickly move their totems of choice forward, while a shaman in an instance, Arena, or Battleground will be able to replace their totems if they have to move or if the totems are destroyed.

    Shamans will also be able to customize their bar to set Call of Fire to drop less than four totems if they choose. Access to this functionality is made available at the same level as Call of Earth (currently level 30.) At higher levels, Shaman will gain two additional spells, Call of Air and Call of Water. These function exactly the same as Call of Fire, essentially giving the shaman three different sets of totems that can be placed at once. New key bindings will also be made available for all of these slots.

    As with all new content under testing, we want to caution players that, as a new part of the interface, there may be additional changes during the period of the PTR until the release of the Call of the Crusade content patch. We look forward to constructive feedback once it is available for testing.

    This is FANTASTIC news! First of all it should be noted this is something many many players have been suggesting for a number of years. The “stance” bar for totems should provide a nice, neat way to keep them organized. On top of that not only do we get our promised ability to drop all our totems on one cool down but we get THREE sets. Call of fire, Call of Air and Call of Water. This means we can swap from casting say our standard caster totems, to melee to even PvP.

    I’m already making plans for what mine are going to look like if we get them and baring any totem changes. Tentatively I’m looking at the following unless they do revamp all the totems drastically.

    Call of fire (caster) Stoneskin Totem, Flametongue Totem, Healing Stream Totem, Wrath of Air

    Call of Air (melee) Strength of Earth, Healing Stream Totem, Windfury

    Call of Water (utility/pvp) Tremor Totem, Cleansing Totem, Grounding Totem.

    I look forward to being able to run in after a tank on a fight like hodir, hit one button and then run like hell out of there and start healing right away!.

    Not to be left in behind, Ghost Crawler himself pops up and has a few things to say about Shaman healing as well.

    GC:

    We have changed Healing Way to work better with HW and we have changed Improved Water Shield to also work with CH. We also dropped the cooldown of NS to 2 min so that you can HW more often. We’ll try to make a post of all of the Resto changes soon.

    Improved Water Shield procs will not consume Water Shield charges. The tooltip says something like “as if you had consumed an orb.”

    Oh my!

    Nature’s swiftness dropping a full minute off of its cool down is really huge, Chain Heal causing Improved Water Shield to proc is very nice as well not to mention that Improved Water Shield will not consume an orb. That’s really really good news!

    I think this is a step in the right direction. They are beginning to look at our healing and are trying new things to tweak us and bring us up a bit in mana conservation as well as throughput. I’m excited to see these hit the PTR and I look forward to seeing what else they have in store for us!

    So, what do you guys think so far? What other changes do you expect?

    EDIT:

    ANOTHER HUGE change

    GC says

    We have changed these spells for 3.2. And yes, there are some other changes. The main buff to Chain Heal is likely to come in increasing the jump distance to 10 yards and buffing the amount of healing decrease with subsequent targets to 40% down from 50%. CH, HW and LHW should all be doing bigger numbers when you consider all the talent changes.

    We’ll try to get the full notes out soon, but even then remember that this is a major “new tier” patch and is likely to have more iteration due to PTR feedback than the last few patches.

    OH BOY! Chain heal going to 10 yards and retaining  only losing 40% of its heal!?!? I’m a happy happy happy shaman with this news.

    My fingers are firmly crossed that this happens.

    Shaman Q & A With Ghost Crawler, Resto Recap

    marioleafboxx

    For those of you who might not have caught it yet, the Shaman Q & A is out HERE . Go ahead and take a look, there is some interesting answers there. Lets talk a little bit about some of whats there, I’ll try to keep it focused on things that affect us as healers.

    Ghost crawler opens up with explaining what makes the shaman class unique, and I tend to agree with him. We are a unique hybrid in the fact that we can throw out healing while melting faces without having to shift forms like a druid would have to do and we can change those roles faster then a Paladin can. He also talks about how we are the ying to the paladin yang. We are in many ways the anti paladin.

    GC says:

    As envisioned from the start, shamans were also the “offensive” hybrid. Things have inevitably blurred a bit since then, but they are still a counterpart and complement to paladins – paladins have cleanse, shamans have purge; paladins will let an ally move freely to escape or catch an opponent, shamans will snare an enemy to let their ally escape or catch him or her; paladins will make sure their allies’ casts aren’t interrupted, shamans will interrupt enemy casts; and so forth.

    It’s true, just think about it. We are balanced in many ways to work against a paladin, but with each faction now having both classes, we stack up in a weird and awesome synergy with them.

    Next point of interest is the discussion of totems. The question was asked Are there plans to look at totems in general, the way they are managed, their uses, and their benefits in the future? I’m very happy to say the answer was yes, there are plans and the first thing mentioned is the ability to drop all four totems on one GCD! When I saw that I’ll be honest, I almost did a lap around the block from sheer excitement. As any experienced raid healer will tell you, it often boils down to effective use not only of your heals, but of your Global Cooldowns. This will free up three seconds of cooldowns (totems have a one second GCD) That’s another heal, or a faster heroism, or if you’re on melee totem duty three seconds more to get your rear out of harms way. The other important note about this is since they are looking at abilities to drop all four totems on one cooldown it means they will have to continue working on the totem UI. While I appreciate the Totem timers blizzard built into the game, it still pales in comparison to mods like Totem Timers and Yata. I’m excited to see how they are going to balance this change as well as update the game’s UI for this.

    Beyond this the discussion also talked about the mechanics and possible further consolidation of totems,  and there are some very interesting ideas in there. There was talk of removing buff totems and replacing them with spells (which as a shaman who is constantly supplying wind fury totem to melee I can certainly appreciate this idea) and making all the totems do something active like Healing Stream Totem. The idea of possibly letting you carry an active totem around on your back was also tossed around. GC continues on to talk about consolidation of totems (magma and fire nova potentially being combined as an example) as well as some hitting the chopping block (bye bye sentry totem). Most interesting is the talk about possibly using any Fire or Earth totem as an anchor point for Elementals. Personally I think that’s a fantastic idea and one I hope they fully explore. It’s hard to chose between that little extra damage from the fire elemental or keeping up Flame Tongue / Totem of Wrath.

    There was also mention about our health pools. If you didn’t notice we have the lowest base health pool out of any of the classes. According to GC and crew they will be looking at this for 3.2. This will be good for us on those fights (like Hodir with frozen blows) where we see our health drop like a rock and have to quickly heal ourselves before we use our Aggro Dump.

    After talking about totems and our health pools, the topic of PvE healing comes up.

    GC says:

    I know there is some concern about Restoration shamans losing their healing niche of area damage. We think that perception might exist in Ulduar just because recent talents, glyphs, and set bonuses have all propped up things like Lesser Healing Wave over Chain Heal. Chain Heal is still quite useful in some situations and with different gear in the next couple of tiers, we expect to see more shamans going back to it. We don’t want to see them return to just using Chain Heal as was the case in much of Burning Crusade. We do think Restoration shamans are at the risk of running out of mana perhaps more than any other healer right now, and in fact the seemingly unlimited mana in some healers is what leads to Chain Heal getting stomped on by other big heals. This is a problem we plan on addressing.

    Well that’s refreshing. He goes on to say;

    We want Restoration shamans to be a strong group healer with the option of focusing on a single target with Lesser Healing Wave as needed. Restoration shamans have two distinct healing styles now that they can shift between, and we want to preserve that. We don’t want to return to the Sunwell era, where 95% of healing came from Chain Heal. It’s just a boring play style. (And yes, paladins, we hear you.) We suspect that with a new totem or set bonus that propped up Chain Heal a little more, you’d see it getting a lot more use. We’re cool with that. It’s fun when you upgrade your gear from tier to tier and it actually pushes you into a slightly different play style.

    I can honestly say I’m ok with that. Like I said in my post about Chain Heal I don’t think we’re broken or that the spell stinks, but I do agree that it needs tweaking to be competitive. I’m perfectly fine with them addressing it through gear be it totems or tier set bonuses. It’s a great way to balance out the spell without reworking the whole mechanic of it. It is a great spell and I adore my lazer beam of love. It’s iconic and distinct and has one of the coolest spell effect sounds ever (turn your volume way up and listen. Rolling thunder ftw!). On the other hand I love our new spells and abilities too. I love having heals and abilities that are synergistic and having the ability to pop out of raid healing to get some single target loving in. I’ll be honest, I hated the mindlessness of Shaman healing in BC in the end game, I like my variety I just want to be able to keep up in hard modes.

    The last item I’ll talk about is something they touched on in the PvP section but I think will have an effect on PvE as well. When asked Are there any other considerations in store for improving overall performance for shaman in PvP encounters (whether in Arena or in Battlegrounds)? GC replies with

    Mobility is a big problem. One of the designers described casting shamans the other day as “turrets,” which is very apt. You sit and spin and shoot (or heal). We need to get shamans some more mobility, and we have some ideas for how to do that without just giving everyone Blink.

    Well, this is true for PvE as well. Think about fights like Hodir, lots of movement where we have to stop long enough to push out our healing. He’s right though, we are turrets. Like survival hunters, give us a nice warm spot to sit where we don’t have to move and watch the healing fly. I’d love to see a bit more mobility added to the class (maybe something like a hunter’s readiness so we can use Natures Swiftness quickly).

    All in all it seems like we’ll be getting some much needed love. I’m hopeful and the Q&A helped keep me there. I look forward to the changes to totems and I really look forward to seeing how they address our burst AE healing.

    What do you guys think? Think things will work out? Think we’re doomed?

    Till next time, Happy Healing,

    sig2

    Image courtesy of Wired.com

    State of Chain Heal, Lodur’s Thoughts

    chain-heal

    A couple days ago one of my twitter buddies linked me a forum post that has been going on centered around the state of Chain Heal. Here’s the thread if you want to take a look. I generally make it a rule not to troll the official forums for the sheer amount of flotsam that tends to be present, but I did read it. All 22 pages (at the time of this post). I have a few opinions on this topic (keep in mind this is my opinion), and I’d like to take a moment to share them.

    (this will probably be a bit  of a rant. so apologies in advance I just hate gross generalization)

    /soapbox

    There seems to be a perception that Chain Heal, and Restoration Shamans are broken in general. Not broken in the “DUDE I totally need to roll a Resto Shaman” but broken as in not functioning correctly. I cannot agree with that, not even a little. As a true lover of the class and all it’s faults and strengths, I can honestly say we are better off then most classes and specs. Are we perfect? No, we’re not. Are we broken? Hardly.

    In the thread people quote the musings of Mek from Ensidia. I’m going to copy and paste the opening statement from the thread here.

    There has been theorycraft showing that CH isn’t as strong as the other options. There have been logs produced showing how shaman are HPS capped. I’m not going to repeat all the data here, because you’ve read every post. Further, you have some of the top guilds putting shaman on spot heals instead of AOE heals or even replacing shaman with other healers for hard modes.

    Mek, the resto Shaman from the #1 raiding guild Ensidia, is abandoning Chain Heal in favor of spot healing with LHW/RT.
    http://ensidia.com/community/blogs/cause-and-effect.html
    Chain Heal cannot compete with the comprehensive AoE healing power of four highly skilled Priest and Druid AoE healers. This is simply because if you compare the relative spell combos they have many advantages.

    Vis Maior, a Top 20 US progression guild recently replaced one of their shaman with a priest, because Chain Heal could not keep up. Sixthy, the other resto is spot healing the raid with RT/LHW. His Chain Heal for the raid was 6% of his total heals.
    http://elitistjerks.com/f79/t49212-resto_best_practices_pve_healing_discussion/p12/#post1248740
    Deconstructor hard mode (25) really made Chain Heal look weak in my opinion. We had a 2nd resto shaman in for a few attempts and CH just flat out couldn’t keep up with PoH / CoH / WG / etc / etc.

    Mek and Sixthy are not scrubs that just started playing. They are some of the best players in the world.

    While I respect Mek and Sixthy , and appreciate everything they have contributed to the Shaman Community as a whole (this is in no way a shot at them or the OP of the comment above), I cannot agree that Chain Heal fails to measure up to the other AoE healing. I also feel that they are taken out of context quite often and people take statements like “this spell is better in this fight compared to this one” as “OMG SHAMANS ARE BEING REPLACED CAUSE THEY STINK”.  With Vis Maior, pointing out that they replaced a shaman with a priest is fine, but that’s going to have a lot to do with their composition. ( I checked their site they don’t have a raiding roster posted) I did notice they had three Resto Shamans on their members list. Unfortunately I don’t have details as to whether or not they were all raiders, but looking at each toon’s loot page it seems likely they are. I can see that being a problem, not because of the weakness of the class or spells, but based on composition. As a Healing Lead I can tell you, too much of a good thing often turns swiftly into a bad thing, and there have been many nights a raid has suffered from too much of one concentration.

    Second thing I would like to point out is quoting that Chain Heal for Sixthy was 6% of his total casts. That’s fine and all but is that one fight? I started going through the EJ post, there is a lot of information there, but all of it is subjective. Keep in mind your mileage may vary. I can produce WWS that show Chain Heal being 50% of all healing done, doesn’t mean it’s a “God Spell” by any means. Also, pointing out that the spell is HPS capped is moot. Technically all healing spells in the game are HPS capped if you have all the items/gems/enchants necessary to push that cap.

    I’m going to quote Ghost Crawler here. He chimes in on the topic with the following.

    We’re not convinced there is a Resto or Chain Heal problem in PvE.

    Part of what we wanted to do was give shamans other spells to cast besides CH. Riptide is an awesome spell and seems to be fun for a lot of shamans. People are still casting CH, and probably a lot more often than priests are using PoH and druids WG (depending on the fight of course). We would want to make sure that any change to CH didn’t send shamans back to the Sunwell world of just using that one spell.

    Well, I agree 100% with GC. Blizz gave us a multitude of spells so we weren’t one trick ponies. Back in BT / Sunwell days you could bind all your keys to Chain Heal and just roll your face on the keyboard and win (with the exception of keeping one key for Heroism / Bloodlust). Well… that just wasn’t fun. Now we have a lot of cookies, and they are quite delicious. Personally I think Chain Heal is just fine. Would I complain if they did buff it a little? No sir, I’d be grateful but I don’t expect it. I like the fact that unlike Wild Growth and Circle of Healing, there is no cooldown on the spell other then the GCD. I like the fact that if glyphed I can hit 4 targets at a time. I love the fact that it is a smart heal and not just blindly jumping to pad over healing. I love the fact that it feeds our other talents and spells with buffs and loving. I love the iconic spell, bottom line, but you can’t lose sight of every other tool we have at our disposal and say that we don’t measure up or that the spell fails. Math can be produced to support any argument, ask my buddy mike. He has a degree in Computational Physics. His entire job is to debunk the theories put forth by other scientists using math. His stance is

    “I can find an equation to prove or disprove anything given enough time. Numbers change and statistics are subjective”

    I agree with mike. In a game of Random Number Generation no numbers can be absolute. I can roll a 20 sided dice 10 times, and I can get multiple 20’s in a row. That doesn’t mean the die isn’t balanced, I just had a hot streak. Try to keep that in mind when applying numbers to the game. We can shift the tables, but at the end of the night it still boils down to RNG

    /soapbox

    Ok, now that I have the rant out of the way, lets take a look at the Resto Shaman’s Tool box and what we bring to the table.

    Cleanse Spirit – While not a “healing” spell in the effect that it doesn’t restore health, it’s a reactionary tool to stabilize. It removes 1 disease, 1 poison and 1 curse for a 7% base mana cost. Well, thats kind of an amazing tool, and one that shouldn’t be looked over.

    Riptide – Our instant cast HoT. This spell Is more amazing then people give it credit. As a HoT it’s admittedly not as good as some of the others available, but adding the T8 2pc bonus and the Riptide Glyph makes it a bit better for use as one. Lets not forget the spell gives your Chain Heal a 25% boost. Oh and it can trigger Improved water Shield. Thats hardly something to scoff at.

    Tidal Force – This talent is on 3min timer. It gives you a 60% increased chance to crit on your Chain Heal, Healing Wave and Lesser Healing Wave with a diminishing factor of 20% on each successful crit. I know in a normal raid I run about a 31% crit chance. Poping this to give myself a 91% crit chance, and combining that with say Riptide on a target is a very attractive healing explosion.

    Tidal Waves – This ability gives your next 2 healing wave or lesser healing waves a 30% haste increase after you cast CH or Riptide. It also gives HW a 20% increase in healing, and LHW 10% boost. Combine that with Tidal Force and you can have some big HW heals in clutch situations.

    Earth Shield – This bad boy is a great little cookie. You toss it up on a tank and it gives you a little bit of a buffer for healing. It really shines on a tank that has a ton of avoidance (see Death Knight or Bear Tank). It has a few second internal cooldown between healing procs, but when your tank is dodging 70% of the incoming attacks that becomes less of a factor. Average healing is between 2 – 3k . I tossed this up on our Main Tank (DK) in Uld last week and after one fight he asked if he even got hit. ES was down 3 charges but no healers had to touch him. I think that says something about this spell right there.

    Lesser Healing Wave – This is our Flash heal. It’s fast and works like our healing jab. Combine that with Tidal Waves and it’s that much faster while Tidal Force can give it a little more bang for your buck. You can also toss in a LHW Glyph and give your ES target a little LHW loving. It also triggers your Improved Water Shield to help with your mana regeneration.

    Healing Wave – This is our Greater Heal. It’s slow and it hits hard. You can speed it up with a Tidal Waves proc and boost it with Tidal Force. It also can trigger IWS and you can Glyph it to heal yourself whenever you use it.

    Healing Stream Totem – Since patch 3.1 this has become one of the greatest tools we have at our disposal. Combine it with the recent changes to Restorative Totems and toss in a Glyph of Healing Stream Totem and watch this puppy start pumping out massive AoE HoT healing. Using this with Chain Heal on top of it just becomes a ridiculous amount of raid healing.

    Acenstral Awakening – This little puppy might not be the greatest tool we have, but it is definitely useful. It can proc off Riptide, LHW and HW and heals the lowest health target within 40 yards for 30% of the amount you just healed. Combine that with some of the aforementioned talents and you can get a decent amount of mileage out of this one.

    Earth Living Weapon – Our healing weapon imbue adds 150 healing and has a 20% chance to toss a small HoT off the target of the heal. This can and does proc off of chain heal and taking Blessing of the Eternals can increase the proc percentage as well as the Glyph. It might not seem like a lot but free healing is free healing, and it does add up.

    We have so much going for us now, we are a complete healer. Our strength lies in the synergy of spells and talents as well as our ability to compliment every healer in the game. I once referred to Restoration Shamans as the driving bass line that keeps the song moving forward. I still fully believe that. I think our spells are strong and I think they give us an ability to fill multiple roles in a raid at the drop of a hat. I think our versatility and synergy allow us a certain amount of freedom many classes don’t always have. I can go from raid healing to tank healing in the blink of an eye, and be just as good as any other healing class.

    I don’t think chain heal is broken, I just think it’s not the crutch it used to be. I think people should stop looking to it to be the spell it was in Sunwell, and should accept that it is one of many tools to be used with great effect. You have to use every tool you have at your disposal to be effective or as the saying goes, the sum is greater then the parts. I think chain heal keeps up with PoM, CoH, and WG just fine. I think swinging to one extreme and favoring one spell or the other is horrible. You should never grow to rely on a single spell, nor should a class be defined by the strength of a single spell. For all the people who claim that a shaman’s worth lies in Bloodlust and Heroism solely, or that since chain heal isn’t a god-like spell that we have no use in a raid. That just makes me sad. As someone who truly loves the shaman class, and as a person who enjoys it so much that other classes pale in comparison to play I beg you. Please look at the class as a whole. Look at all the wonderful things we bring to the raid and treat us like any other healer. I beg you to keep in mind composition of the entire raid over individual classes. We stack up just fine compared to other AoE healing, don’t write us off.

    I’m ok if you say one of our spells is not suited for a specific task, but it really sets me off when it degenerates down into a crude understanding of how things are. I know for a fact I can keep up on hard modes, I know my spells will be there to back me up. I know this because I use everything and the kitchen sink when healing.

    What do you guys think? Do you think Shaman Healing is broken? Do you think we can’t keep up with hard mode healing? Do you still love your Lazer Beam of Love?

    Until next time, Happy Healing

    sig4

    Image courtesy of Lize of <Gladius Dei> on Kilrogg
    Found through official forums