Totem Talk: Save yourself

Axes, maces, lightning, fire, frost, and wolves, and best of all, Windfury. It can mean only one thing: enhancement. Rich Maloy lives it and loves it. His main spec is enhance. His off-spec is enhance. He blogs about the life and times of enhance at Big Hit Box and pens the enhance side of Totem Talk.
A dead DPS does no DPS. It's as simple as that. Whether in a raid, an arena, or out soloing and leveling, staying alive is priority number one. This is as true for enhancement shamans as it is for any class. Thankfully as enhancement we have a few more options than most DPS classes including our saving-throw talent: Maelstrom Weapon.
I consider it an absolutely essential duty to toss out MW4/5 heals in a damage-intensive environment, especially if the fight is new progression for your guild or you're in a tough match in PvP. I remember working on Tidewalker in Serpentshrine Cavern, I'd throw MW5-Healing Waves on the tank constantly. The damage was so intense on our main tanks and their health so spiky that at 4 procs of Maelstrom Weapon he'd be at full health then a split second later when I had 5 procs he was dangerously close to dying. My Healing Waves rarely over-healed when we learned that fight it appears my memory is failing me as MW did not exist when SSC was progression content. I do distinctly recall tossing out Lesser Healing Waves to help top off the tank when the MT healers were Watery Graved.
Tossing heals on the main tank in the Tidewalker fight was the exception, for the most part when using MW for healing it's a matter of keeping yourself alive. Read on to live to fight another phase.
Healthstones, health pots, use what ya got
The first few items here are universal to all players; anyone can pop a pot or a Healthstone. These are perfect in a fight such as Sindragosa where the entire raid is moving and taking damage at the same time. If you're low, pop a pot or a stone. In my guild healthstones are known as "Stoney crack" because I was in the habit of asking for them so often it was practically after every wipe I'd ask for another. Get to know your friendly neighborhood warlock and enjoy the life-giving boogers they provide.
For Draenei, Gift of the Naaru is a cool little thing, but in an emergency it's not going to save you or anyone else for that matter. I'm not denying it's helpful, it's just not an "OMG I'm at 10% save me now" spell. It's great for heavy raid-damage fights and a nice little HoT to have up when you're dotted up with some environmental effect. In PvP it should be used while you're getting DPS-focused but before your health gets dangerously low.
Pro-tip: keybind a macro for all your stones and pots and abilities. Try this on for size:
/use Fel Healthstone
/use Runic Healing Injector
/use Runic Healing Potion
/cast Gift of the Naaru(Racial)
It's a mashable macro and should be somewhere within quick striking distance in case of an emergency. When a stone or pot is really needed there's simply not time to hunt for it in bags or hunt for a button to click. Hot-keying can make the difference between living and dying.
Maelstrom Weapon
Now the fun begins: Maelstrom Weapon. (Notations of MW5 refers to the number of procs of this ability, with five being the maximum.) Choosing when to cast a heal with Maelstrom Weapon is purely a judgment call.
Generally with 0-2 stacks, which is 0%-40% cast time reduction, you're better off hitting a few more times to get the stacks higher. Unless it's a dire situation, a healer is going to get that heal off before you can finish your cast. With three stacks a 60% cast time reduction is perfect for getting off a quick Lesser Healing Wave (LHW) in a pinch.
Usually in a high damage fight I'm looking around at about 3 stacks to see how everyone's holding up. Once I hit the 4 & 5 stack territory I know whether the raid, the tank, the melee, or the Stoneybaby needs a heal. If so, inc heal!
Spell Selection
We're up to 4 or 5 stacks of MW and we've determined our efforts are best used to throw out a heal. Each of our the three spells has their place in the game. Let's run through them briefly.
Healing Wave (HW) is the big daddy of the group. Long cast, big heal, and huge crits. This is the spell that can make a real difference in a clutch moment. My HW crits fully buffed consistently hit for over 10k. However, because of the 3 second cast time it's not worth a second look without some maelstrom love.
Lesser Healing Wave (LHW) is your sidekick: quick, fast, easy access, but not the star of the show. You'll get some satisfaction from LHW but it's a waste of MW procs over 3. I use LHW when I'm in a tight spot in arenas. This is the exception to the 0-2 MW proc guideline. A LHW with 2 stacks of MW is a 0.9 second cast, not taking haste into account. In other words, it's always inside a global cooldown and with 2 procs will be extremely difficult for an opponent in PvP to interrupt.
Chain Heal (CH) is where we enhancers step in to take care of our melee brothers and sisters -- yes even the rogues. The "smart" feature of CH is that it will find those most in need and hit them. With auto self target enabled we never have to change targets and can mash out a MW5 Chain Heal in some of the nastiest melee conditions. For example, I'll save my MW procs for a Chain Heal on Precious and Stinky's Decimate.

Click to heal
Getting heals on yourself (and on melee with CH) is easy. Auto Self Cast is an option under Interface -> Game tab -> Combat. With that checked all healing spells will automatically target your character, unless of course you're targeting a friendly player then the heal will target them. In other words, you don't have to change targets from your enemy to heal yourself.
As for getting heals on your fellow players, a focus macro or a click-to-cast mod will save the day. For those of you with resto off-specs, first of all my heart goes out to you, but secondly you'll be familiar such mods at Clique and Healbot Continued. Both of these mods enable the player to cast a spell of their choosing by clicking a unit frame. Both of these mods are nearly infinitely customizable with spell and click combinations. For example I use both Shift+Right Click and Middle Click for HW in Clique.
I'll keep an eye on the raid or the party during crucial transitions and pop off a quick Maelstrom Weapon-enhanced HW if someone is on the verge of death. But these click-to-heal mods are purely optional. You can be a great enhancement shaman and never cast a heal on another besides yourself. Personally though I feel an exceptional enhancer is looking out for themselves and their fellow teammates.
Caveat
The counter argument to my point "a dead DPS does no DPS" is "a healing DPS also does no DPS." Of course the whole logic behind enhancement heals (and thus this post) is to use them only when they are needed in the most dire situations. 99% of the time my MW procs go right into Lightning Bolts or Chain Lightnings. I'm not a healer. (I don't even have a resto spec!) I'm a DPSer. But if 1% of the time I can save the day with a clutch MW5 HW on a key player then I've done my job as an enhance shaman.
My work here is done. Go forth and live to DPS another phase.
May all your hits be crits!
Show your totemic mastery by reading Totem Talk, whether reading Mike Sacco's Elemental edition, Joe Perez's coverage of Restoration or Rich Maloy's Enhancement edition, we have you covered.Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 4)
Yada Feb 27th 2010 10:11PM
I've never laughed so hard as reading this piece. Enhancement shaman should *heal*? Really? You seriously want to push that idea forward? Or perhaps this is just an early April Fool's joke?
Let's get a few things straight. An enhancement shaman's job is to do damage, which means Maelstrom Weapon procs should be used for damage spells, not to try to do the MT healer's job for him/her. You want to heal yourself when you're out solo questing? Bueno. You start tossing heals when you're in my raid and you'll find yourself on the bench faster than you can say "noob."
Zerounit Feb 27th 2010 10:16PM
Maybe you should read the last paragraph again.
Edge Feb 27th 2010 10:19PM
All I could do was LOL. You got an idea in your head fromt he start of this article and didn't bother to read the entire thing and see the caveats that were forwarded from the beginning. I'm not always in a guild run so those times I can help, I'm gonna do it. I know for a fact my heals has saved me and my teammates time again for whatever circumstances or RNG. I've saved from wiping by healing the last few seconds of a bosses life when the healer goes down.
TLDR; There's a time and a place for everything.
Wugan Feb 27th 2010 10:20PM
Nice reading comprehension there Yada. Did you skip over the last paragraph in your nerdrage induced haste to post a comment? If you can't be bothered to cast an important heal 1% of the time to save the raid, then you shouldn't have rolled a class with a mana bar and healing spells.
jasonkidd1234 Feb 27th 2010 10:55PM
I'm going to use an analogy to perhaps get the point across a bit better.
Lets say as a Boss you are hiring a janitor. His job is to clean. You pay him to clean, and nothing else.
Well, one day, he's cleaning, and he walks into a room and OH NO IT'S ON FIRE.
Here are the choices.
A: The Janitors job is to clean. He's going to clean even if it means walking through that fire to do it.
B: Call the Fire department, then resume cleaning.
C: Use his DIRTY MOP WATER(MW procs of the janitorial world) to put out the fire.
The fire isn't anything big, just a small fire probably caused by somebody throwing a cigarette into the trash can while it's lit, and then leaving.
Which one do you think is the smartest.
A is what you are proposing. A dps's job is to DPs, and nothing more. If he does something other than DPS, he deserves to lose his "job".
B is the equivalent of calling for a heal. Ideally the "fire department" would be able to come and fix the problem.
C. Is the smartest option. Sure, the Janitor is wasting his mop water, but he's doing it for a good cause. Sure he could have called the fire department, but he saved everybody alot of time, and you a lot of money, by doing it himself.
BKWopper123 Feb 28th 2010 1:26AM
People forget that the point of raiding isn't to do "your job" the best, it's to kill the boss. If your tank is going to die it is better for you to do less dps and keep the tank alive. If your heal makes you lose 5000 damage but keeps a rouge from dying 1/2 way through the fight are you hurting the raid? You need to be thinking in terms of the raid instead of just yourself
Aureliusz Feb 28th 2010 1:36AM
@jasonkidd1234:
QFT.
Res Feb 28th 2010 2:10AM
How much damage do you do when you're dead? That's in the very beginning of the article, you didn't even have to read to the end.
Plan Feb 28th 2010 3:58AM
Well I did read the caveat, and my opinion as an Enhancement player for 4+ years is that an emergency heal from an Enhancement Shaman CAN make a difference in arena or 5-man groups, but in raids our heals are a drop in the bucket.
In the best-case scenario, an extremely well-timed heal can buy a second for a primary healer or keep a kiter, off-tank or other crucial raid member topped off.
But overall, if you're in a raid and your tanks are dying, the healing situation is likely the problem, and Enhancement (or any off-spec) heals are not going to make a difference.
I say this as the king of the "Warstomp and MW 5-stack Healing Wave" combo in small groups and PvP play, and it's a shame we can't finesse like that in raids because those mobs tend to be immune to things like Warstomp across the board. I've had many a pugger thank me for saving their ass in a 5-man by stunning the mob that's attacking them and tossing them an 8k heal, and it's nice to be useful for things other than damage.
But yeah...in situations where I find myself having to toss off-heals, and not just once or twice in an extreme emergency, I know there's a tanking or healing issue and trying to turn that around with my underpowered contribution is not going to make much difference.
If Blizzard is going to stick to their "hybrid penalty" mindset, they should look at this kind of utility -- Enhancement and Feral could never take over for a dedicated, specced healer, but it would be sweet if those specs had a specific emergency ability to amplify their heals (not overall spell damage) for 10 seconds or so. That wouldn't put anyone out of work, but it would add more utility, more options, and a tool players can put to great use if they use it wisely.
BoomingEchoes Feb 28th 2010 4:58PM
lol @yada
If you never come across a situation where your healers don't get overwhelmed in a raid either your group is over geared and shouldn't be there or your dreaming.
Your a hybrid, which is something you obviously don't understand. Your never going to do more damage then the pure classes unless they're completely screwing their role up. Your always going to be bogged down by the hybrid tax, so why not use the reason for being gimp and throw a heal every once in a while when its desperately needed? Don't roll a utility class (and theres not bigger utility class then Shaman) and not plan to pull your weight with your toolbox of abilites.
And Its not like Rich is telling us to stand there and hit things just to gain the proc to heal.
As an Elemental Shaman I'm not above throwing out a heal if it will save/help a group. I'm not trying to steal a healers spot but if the moment arises when I think people are really going to see some pain it's better to drop dps to keep those people alive and in the fight. As long as your not about to hit the end of the enrage timer there's no reason not to since you'll be even less likely to down the encounter with less people. And if you are hitting the enrage timer then, well, you were going to die any way and there's more problems with the group then you dropping out to throw one or 2 heals.
As Rich pointed out there may just be better opportunity for Enhancement Shaman to do this then Elementals. Maelstrom weapon is the #1 reason but one of the others is the fact that a lot of Enhancement Shaman have a lot more spellpower from the different conversions they have then many Elemental Shaman. Mix that with their naturally high crit, the aforementioned MW5 and a self targeted chain heal* and you've got yourself amazing melee healing in clutch situation.
So really, if your not doing this, if its even needed at all, your really not pulling your weight.
*Not sure if it ever got fixed but self targeting the chain heal might be more important then just never having to leave target. There's a bug (or was?) that doesn't get talked about a lot where the "smart heal" system backfires. If you targeted someone with a chain heal it has the possibility of jumping back to you at some point, whether you needed the healing it or not, and just stopping the chain dead. So you might heal your, have it jump to yourself and not seeing it flow over to another person, wasting the 3rd heal in the chain. Sure with chaining yourself first your still healing yourself but most of those times when you'd even consider it you're probably in need of it any way, you still don't want to waste the other 2 in the chain.
Xenn Mar 1st 2010 7:18AM
Lol, well I wouldn't have you in my raid either, so at least we agree in something.
A raid is a team, and requires teamwork, if you have tools to contribute in different ways to the team, use them. Its about the group success, not your own only. Its like a mage decursing, a rogue interrupting, a druid using a CC or you changing your totem setup to make the group stronger. Simple
Tash Feb 27th 2010 10:13PM
Awesome screencap there at the beginning, but for all that's holy, what IS going on there?
Stoneybaby Feb 28th 2010 3:08AM
Sindragosa's ice block. Just happened to catch it when a few colorful spells were hitting it.
Netheral Feb 28th 2010 6:36AM
I don't know how you other classes can handle being iceblocked like that. Every time my poor little hunter gets that arrow over his head he almost dies from claustrophobia even before the asphyxiation sets in. :c
Competition Feb 27th 2010 10:37PM
I'd have to agree with Yada. If you're raid healing isn't good enough to keep DPS'ers and tanks alive, someone in your raid is not doing their job effectively and needs to sit. Any progression-oriented guild would consider this kind of behavior ineffective and wasteful of a DPS spot.
Expo Feb 27th 2010 11:34PM
Because all boss encounters are executed perfectly in all progression-oriented guilds.
And there is never a time in which helping keep the haggard handful of raiders alive to take the boss down the remaining 5% would ever be helpful.
Or helping take the load off healers after massive raid-wide damage - that one GCD is going to absolutely MURDER your DPS.
Thalen Feb 28th 2010 1:49PM
Think your only job in a raid is to DPS? MY progression-oriented guild would consider this kind of behavior ineffective and wasteful of a DPS spot.
I know what you're thinking, but you're just neglecting to think things through. Do you DPS through whirlwinds/explosions/other stuff you're supposed to run from? Do you not stop and pop a HS/pot or heal yourself if things get crazy? I assume you're not one of those people who stand in bad stuff and die, so you're not as stupidly over-focused as you're coming across.
This isn't about becoming an off-healer, this is about a viable 'oh crap' move that a lot of people may not have thought about (though honestly, it seems like common sense to me personally).
Geoff Feb 27th 2010 10:24PM
I am in somewhat of an agreement with the first two posters in the use of healing as enhancement.
MW4/5 should be only used for doing dps. That is why you are put in your slot in the raid. If you are tossing heals with the proc, your damage will drop, and your usefulness in your slot will be compromised. A good raid leader should build his raid slots with the fights in mind. If there are not enough healers for a certain fight, it's the raid leader's fault, and the dps that can also heal should not need to take up the slack. Swapping one DPS out for a healer is a lot more efficient then having the same dps occasionally do a poor quality heal.
On the other hand, healing yourself can be useful in a dire situation when you took damage when you shouldn't have. This is a -Last Minute- resource however, as a good raider should almost never be in this situation. It's the same reason why health stones and healing potions are one use only in a fight; Emergency heals for a situation when you're taking damage when you shouldn't.
If you're constantly having to use your MW procs to heal yourself, either you're in the wrong place at the wrong time, in which case you are a hindrance to your raid, and obviously your healers, or your healers arn't up to snuff. If this is so, the raid leader should, as stated above, swap a dps for another healer.
Geoff Feb 27th 2010 10:29PM
I'm not sure how I missed that Caveat... I'm usually quite good at such things. Ahh well.
Wugan Feb 27th 2010 11:00PM
I appreciate your points Geoff, and you made them much more eloquently than the first poster. However, I disagree that it's just about the number of raid spots for healers vs. DPS. You may have the number exactly right, but then something goes wrong. A healer bites the dust, a tank doesn't swap at the right time, etc. Something happens, and if it's not a DPS race, maybe your instant Healing Wave on the tank saves the attempt. I just don't see how a progression raid could ignore that type of smart play.
If you don't think that enhancement should EVER heal, then that same logic should apply to healers, who should then NEVER dps. Of course, most people realize that's not smart, and there are plenty of burst phases where your healers can chip in with some DPS to help out. It's not that you brought too few DPS to do the job, it's that you're taking advantage of the full range of skills of all your players.
It's just very short-sighted and inflexible to state that a DPS should NEVER heal anyone besides themselves, as some posters here have said. Rigid thinking might work well when a boss is on farm, but on a tough fight I want my fellow raiders to be creative and flexible.