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6-03-2008 @ 9:50PM
I've seen only a few substantial posts about restoration shamans, so I'll add a few things here.Pros: - Chain Heal: the only thing consistently mentioned. Yes, it will make you a god in Alterac Valley and in raids, especially when there are a lot of melee types. It is an incredibly mana efficient heal for larger groups, and will often catapult you to the top of the meters, if that's your thing. - Earth Shield: Every time the target gets hit, it heals them. Each heal has a chance of critting. All of the threat generated by this healing goes to the target, and not the shaman, so it's a great way to help a tank keep threat and to protect someone from incidental hits long enough for you to get a heal off. On meters, this healing will show up under the target, not under your name. - Downranked heal with Ancestral Fortitude: there is a talent that will apply a short term buff to your target that increases their armor by 25% when you crit a heal on them. When you heal a mage, this does nothing. When you heal a tank, you've sent them from 12,000 armor to 16,000 armor, and due to the super cheap cost of the rank 1 spell, you can keep this buff on the tank indefinitely. Mana regens faster than you can spend it doing this. - Mail armor: obviously this doesn't make or break it, but it doesn't hurt to be able to use a shield and take a few more hits than the clothy. - Totems: hard to get used to, and near impossible to manage without good organization (there are 25 different totems), but can provide fantastic buffs to your group. Some effects of interest to a healing/caster group: mana regeneration, +100 to healing and spell damage, anti-fear totems, and a mana tide totem which is essentially like a free mana potion to your entire group.Cons: - Outside of Nature's Swiftness, you have no instant heals, and no heal-over-time's. If there are big, big spikes going on, sometimes it's hard to get that heal off in time, whereas a priest could shield the target, or a pally could stun the aggressor, to buy themselves time to heal. - Low mana efficiency: As a shaman, where other classes are balancing their +heal with int and spirit, you are balancing yours with all that and MP/5 (mana regen). Outside of Chain Heal, shaman heals are not mana efficient and a shaman must work harder to have a higher pool of mana than a priest will. Totems will help, but you *will* be drinking mana potions far, far more often than that druid tree walking around near you. - No outside threat management except for a tranquility totem, which is generally not the most valuable totem you could be using. If you get aggro, better hope someone gets it off you fast, because there is nothing you can do to drop it outside of popping some trinkets.Overall: - I think I would have chosen a druid, if I knew from the start I was going to play a healer, but that has more to do with play style than anything else. Shamans are versatile in groups, and because many players do not understand the class, you can be flexible in your role without griping from other players who expect you to do one thing or another.
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