Totem Talk: The Wrath of the Shaman part 3 - Restoration and Synergy

First off, of course, I will talk about Earthliving Weapon. Now, we all know I love this (despite a lot of naysayers who look at it as similar to the Fel Reaver's Piston and call it undesirable) but let's be fair: we have no idea how good it will be at 80. All of the current ranks are the same as rank one. The reason I linked to the comments was to show user defektunge's estimate for how it will look at rank 6. Assuming he's in the ballpark, at rank 6 it will be an extra 102 healing plus a chance to proc roughly 1400 healing over 12 seconds. Depending on how high stamina values are on gear by then, and how often the proc really contributes to healing, the HoT of Earthliving could be a gimmick or it could be pure awesome. It's definitely an attempt by Blizzard to address the shaman's lack of any kind of heal over time while remaining true to the Windfury 'random proc' mechanic.
I personally hope that this estimate is low. By level 80 I expect stamina values to be significantly higher (a well geared T5/T6 tank can have well over 22k health, as much as 26k on some right now, so I expect tanks in blues to be easily pushing 19k by the time we're all 80) so I'd hope for double both those numbers. But I'm still excited for Earthliving, especially for leveling shamans or shamans who need to heal in a pinch. Throw on your healing weapon and imbue it for extra oomph.
One of the biggest changes to the restoration tree is something that's been lost, a talent that used to encourage enhancement and elemental shamans to spend points here. Nature's Guidance will be replaced on the tree by Improved Water Shield. This means that people who specced into restoration for the hit bonus will need to look elsewhere to make it up, either on gear or in alternative talents. Most elemental shamans took this talent in addition to Elemental Precision, so it's not like they're going to switch those points to a talent they already had, and similarly most enhancement shamans were already taking Dual Wield Specialization. So effectively both specs have lost 3% hit and must look to gear to make up the gap. I don't know if an increased mana regen talent that will speed up the rate in which you have to cast Water Shield (thus using the GCD) is worth losing 3% hit. In fact, scratch that. It's not. This is not a good change for restoration at this level and basically hurts it for elemental and enhancement shaman who previously knew they were going to be spending points in the tree to get the talent, which in fact may be Blizzard's intention, to make resto less of a 'I have to spend these points in this tree' talent option for other specs.
Cleanse Spirit, for 31 points in restoration, allows restoration shamans to finally remove curses as well as poison and disease. My entire reaction to this can be summed up as "This is good."
One impressive ability coming in for restoration shamans is the new 51 point talent, Spirit Link. I still have loads and loads of questions about this ability. As the tooltip stands, we know that it can link up to three players (the target of the ability and two friendly targets, I assume the caster counts) and shares 50% of the damage any of the targets takes between them. If any single blow is enough to deal 30% of a target's total health or if the damage shared is going to take any one of those targets below 20% health (or, as I like to call it, execute range) then Spirit Link goes bye-bye. Now, I assume that Spirit Link doesn't share healing between the three linked targets. That would be freaking insane. Besides, that's what we have OP chain heals for. There's still a lot we don't know about this ability (I suspect, based on the tooltip, that you can't have three resto shamans all linking the same target in Spirit Links to end up sharing his damage with six other people, for instance, as it says in the tooltip that you may have only one link active at a time and I bet that includes everyone in the link, but I don't actually know this to be true, it just seems logical) but it still has all sorts of possibilities. Do we know a boss hits fast and does a lot of damage via many smaller hits that are hard to heal through? Spirit link that druid tank with another druid tank and a warrior in full stam gear to spread the load out. How will this be used in PvP? Does the shared damage act as normal damage, breaking CC like polymorph or sap? This could be the best 51 point talent in the game, depending on these details.
But there's more to deep restoration than the capstone talent. We also have Ancestral Awakening, Improved Earth Shield, Blessing of the Eternals, and Tidal Waves. Ancestral Awakening is a nice flavor spell, helping to cement the shaman as a healer who gains his or her powers through negotiation with the elemental spirits and his or her predecessors, and since it seems to go off whenever a shaman crits on a healing wave or lesser healing wave, there's a nice potential here for some more distributed healing. I wonder (well, okay, my wife wonders) if the Ancestral spirit who shows up looks like the shaman... can Tauren get Orc ancestral spirits? Should we take 'ancestral' at face value here? And how do the ancestors feel about being constantly pulled out of wherever ancestors spend most of their afterlife every time I crit on a heal? I'm probably thinking too much about what is a nice utility healing spell. Improved Earth Shield, Blessing of the Eternals and Tidal Waves all look like solid talents you're going to pick up if you're serious about healing... more bang for the ES buck, more healing crit and more bonus from Earthliving, and a one-two punch of faster casting and more effect from your heals if you crit on a chain heal all seem pretty decent to me. I mean, if you're going for Spirit Link anyway, these are all solid talents.
Taken on its own, restoration is looking pretty solid to go deep in. As for synergy between it and elemental or enhancement, it's lost a good deal of that with the loss of Nature's Guidance. This makes restoration less the 'default' choice for your other talent points and gives shamans some (possibly unwanted) options, as well as ensuring that shamans are going to start looking at hit on gear more seriously. As we discussed in the preceeding posts, elemental and enhancement have some interesting options for synergy with talents like Elemental Devastation and Maelstrom weapon for an Enhance/Elemental spec. Elemental might adopt some low tier enhancement talents like Shamanistic Focus and blend some melee into their DPS (although I'd have to admit, I don't think I'd personally want to do that as an elemental shaman). Another difficulty for restoration shamans is that, in order to get all the deep resto talents you might want, you're going to have to spend big (this example talent build shows you what I mean) and that can mean you won't be able to go into enhancement or elemental for any real depth. Of course, that talent build isn't the result of weeks or months playing the spec to 80 and discovering that X talent isn't as good as it looks, so who knows?
In the end, I think we're looking at a combination of less cookie cutter "and resto up to Nature's Guidance" builds and more experimentation with what the various talent trees offer each other. Resto still has goodies like Totemic Mastery and Tidal Mastery to tempt other specs, so I doubt it will be abandoned totally, but now there's a good chance people might decide to go more on the offensive with their spec choices. I'm interested in seeing how it all shakes out.
And this ends my pontification. Now, it's up to you guys to contribute your thoughts, or withold them and be forever... well, unheard, I guess.
Filed under: Shaman, Analysis / Opinion, Expansions, Leveling, Talents, (Shaman) Totem Talk, Wrath of the Lich King






Reader Comments (Page 1 of 3)
innajunglestylee Jul 24th 2008 7:32PM
The removal of Nature's Guidance, coupled with the change to elemental precision, hurts Elemental builds a lot. We're still forced into a 51/0/20 build to be raid viable (that extra 5% crit on our main nuke is impossible to pass up).
I'll likely spend the extra points on...uh...some resto talent that has little use to me.
PimpyMicPimp Jul 27th 2008 3:51AM
My two characters are an Ehancment Shaman and a Destro Warlock (my main). I realise this sucks for Ele Shamans, but after playing THE most hit starved class in the game, I can't shed any tears for you.
Manatank Jul 24th 2008 7:32PM
Don't make us have to think about which spell to cast! I want to just spam chain heal like a robot.
Ryan Jul 25th 2008 12:59PM
Then try this build and dual-wield healing weapons:
http://wotlk.wowhead.com/?talent=hZ0gMIzVdI0oZVcbuqLsxkMh
pudds Jul 25th 2008 4:32PM
All spell damage/healing weapons are marked main-hand only.
William Aug 4th 2008 1:00PM
Not so. Not all healing weapons are marked main hand. I know of one:
http://www.wow-loot.com/gearguide.php?c=9
Requires Shattered Sun Offensive - Exalted but nonetheless.. wicked cool. I've been contemplating a dual wield healing build.. :D
William Aug 4th 2008 1:14PM
Sorry.. bad link the first time.
http://www.wowhead.com/?item=34671
There. One hander with +healing.. no main hand labeling on it.
William Aug 4th 2008 1:29PM
Ok, so now I've discovered that the item is main hand and requires revered with Shattered Sun Offensive. Looks like wow-loot.com (a armor planning site for those of us who like to plan out our gear ahead of time) had their listing wrong. my apologies.
Frank Jul 24th 2008 7:43PM
Last WoW Insider post ever?
http://www.techcrunch.com/2008/07/24/aol-makes-big-budget-cuts-across-blogs/
Koohkies Jul 24th 2008 9:53PM
So that's why they have that "WoW Insider Staff" account that popped up today...
Eternauta Jul 24th 2008 7:43PM
Hooray for Shammies!
I really like the changes they're doing to the talent trees. I won't miss Nature's Guidance since now I can have a much more offensive talent build (enha/elem).
And, of course......... HEX =)
At last, a CC!
Verses Jul 24th 2008 8:22PM
Finally I can become a more viable main healer !!! Guess i'll have to start binding lesser healing wave, goodbye mana efficiency :'(
Valanar Jul 25th 2008 8:08AM
It will be a LOT more mana efficient if you look at the talents. They can gain 25% more of your healing bonus, with talents. That will bring LHW on a very respectable level of mana efficiency.
Ian Oh Jul 24th 2008 8:37PM
How does universal spellpower affect resto shammies now? i dont see any talents that effectively say "You will recieve 50% of your spellpower as extra healing power bonus" or are healing spells getting a revamp on how much spell power will increase the spell.
Adam Jul 24th 2008 9:23PM
From what I understand, all healing spells are getting that sort of thing inherent in them. They're turning up the coefficients to make up the difference between spellpower and healing.
An example (not using the right numbers here, it's just to show how this will work): UberHeal takes 100% of your +healing and adds that to how much it heals for. With spellpower, UberHeal would then take 150% of your spellpower and adds that to how much it heals for. So, in the end you're not going to be healing for less, the only thing that's really changing is everything being called Spellpower and you having less total of it.
my2cents Jul 24th 2008 8:38PM
Resto is looking awesome. I think they need to slim the bottom of the tree down a bit though. There are just too many "must have" talents in resto to allow you to pick up Improved Shields (which I'd say is also a 'must have' with its current potency and placement), let alone Elemental Focus. If they can figure out a way to shave 3-5 points off the "must haves" of the resto tree without actually losing anything, I'll be thrilled (for example maybe Nature's Guardian can have the same potency, but for only 3 points. That would free up two points right there.)
Frogonius Jul 24th 2008 8:40PM
I feel really good about all the changes in the resto tree. Although i will admit that the removal of nature's guidance will negatively effect the ele and enhance trees. i dont see this change effecting me too much bc ive been resto from day 1 and plan to stay that way. Im also happy about finally getting some more utility for our other healing spells with the talents ancestral awakening and tidal waves. I love main healing 5mans but tend to kind of dislike raiding bc all raids want you to do as a resto shammy is shut up and spam chain heal, which isnt that enjoyable to me. as for the improved water shield i could take it or leave it. personally, I just like getting 50mp5 :P. I love the idea of the improved ES. I was kinda bummed when they changed it from 10 to 6 charges some patches ago. 2 more charges sounds like a grand idea to me. can i just say a huge WOOOO HOOOOO for cleanse spirit and earthliving weapon!? I dont know how many times ive silently wished for a way to cleanse curses, i am super stoked that it will finally be possible. It really didnt make any sense to me that i could cleanse poisons and diseases but not curses, so a big thumbs up for hat. And earthliving weapon?, whats not to like about this, srsly. I was kind of bummed about the change to the wrath of air totem, that it gives haste rating instead of +healing, but with earthliving weapon you will gain back the +102 healing that was lost, so thats pretty sick. Also, im stoked on the fact that resto shammy finally get a weapon embue that is actually useful to us, what a concept! As for the new 51 pt talent in spirit link, i have the same feelings as Mr. Rossi in that until we see it in action, i cant really tell how powerful/useful it will be. It has the potential to be completely freakin 1337 or pretty much useless. Only time will tell i suppose. Overall, i think change is good and the resto tree got some sweet upgrades and much needed love.
Frogonius Jul 24th 2008 8:56PM
@7: i couldnt agree more. It seems that the resto tree is going to require a pretty phat talent point commitment to utilize all the sweet new talents. Lowering some abilities to require 3 pts instead of 5 but still have the same effects would be sweet.
Sknow Jul 25th 2008 12:11AM
I think there is a stronger case for an Ele/Enh build than there is for a Ele/restro build when it comes to raw dps. While the current preferred build for Ele raiding is 41/0/20 with the removal of Nature's Guidance from the Restro tree the only boost to DPS that can be obtained is from the 5% spell crit granted by Tidal Mastery. However if we look at the enh tree we see that there are 2 talents that can dramatically increase a persons spell casting DPS as well as granting an Earth totem which boosts Casting damage. The first of these talents is Mental Dexterity which when maxed out converts 100% of int to AP the second is Mental Quickness which converts (when maxed out) 30% of AP to Spell power. With the changes to AP for shamans in WoTLK (with agility and strength affecting AP) we can create a situation where by Agi, Str, int will all increase a Shamans spell power. Furthermore as it only takes 28 points to reach and max out Mental quickness a shaman can still put 43 points into Ele and get ToW, lightning overload, and still have two points left over to throw into elemental oath or paralysis (thus a build of 43/28/0). Again I can not overemphasize the fact that with AP being converted into spell power dropping SoE will increase spell power, this fact coupled with an Ele shaman dropping their standard totems (WoA, ToW or FT, MS) easily compensates for the loss of 5% to crit. In addition a Ele shaman in this 43/28/0 build would be able to further increase their Spell power with raid buffs like Arcane Intellect and Blessing of Might (and if you are lucky expose weakness from a hunter and unleashed rage from an enh shaman).
innajunglestylee Jul 25th 2008 7:08AM
I'm not sure I agree with you, but it's certainly something to chew on.
Elemental Oath is a must have talent for serious raiding, it's finally a scaling buff that only an elemental shaman can bring to a raid.
In addition, the damage added by paralysis is a pretty hefty amount. The new SOE gives 86 each of AGI and STR at 70, so that's 132. 30% is roughly 40 spell damage (13.2 x 3), with enhanceing totems maxed out you get up to 43 extra. Compare to paralysis which gives at max rank (what I have on test server) 10% spell damage, or (from my T6 gear) over 100 extra damage. Plus it opens up storm earth and fire, which doubles the DOT component of Flame Shock which is now a regular part of our rotation. Flame Shock, LBx4, Lava Burst, rinse repeat.
And Thunder is useful both in grinding (as a way to get mobs off of you) and in instancing as a free mana boost every 45 seconds (just be careful how close you are to the mobs).
There's also a lot of wasted points in going that deep into enhancement, and your itemization becomes very schizophrenic. You will hit like a caster if you try to melee even with your int from AP boost and totems out unless you spec for more AP, and then why not just go enhancement?
In general, I think some good old BOOM testing would not bear you out. It's a provocative build, but the better way to spend your points still goes back to the (zzzz) 51/0/20 for raiding.