Totem Talk: Restoration spells and totems

Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration will show you how. Brought to you by Joe Perez, otherwise known as Lodur from World of Matticus and the For The Lore podcast.
Last week in Totem Talk: Restoration we talked about talents and glyphs a bit more in depth, today I'd like to continue our class 101 series by going over your spells and totems as well as leveling restoration specced. We will discuss the tools of the shaman's healing kit and specifics about totems.
The shaman toolkit might not have as many tools as say a holy priest, but the ones we do have are quite effective at their specific task. Each one is useful and colorful and we do have several that are quite unique. Lets take a look at them shall we?
Spells:
- Lesser Healing Wave: This is our version of Flash Heal. The cast time is 1.5 seconds and before spellpower and critical strikes, at the maximum rank it clocks in at just under 2,000 healing. This spell is fantastic for fast top offs and when combined with Glyph of Lesser Healing Wave can become a very effective tank heal. You get the first rank of this spell at level 20 and you will be using it pretty regularly as you level. It is a fast heal that does the job well.
- Healing Wave: This is our version of a Greater Heal. This spell comes in with a 3 second cast time and it is our nuke heal. Useful for fights where one target is taking a large amount of damage, it starts with a cap of about 3,500 healing before modifiers, but I've seen this spell hit numbers close to 40,000 healing. You start the game with this spell right off the bat, and you will see your first four ranks of it before Lesser Healing Wave becomes available. For early leveling as a healer this will be your bread and butter. During the end game, if you stack haste up to the soft cap, Healing Wave becomes a replacement for Lesser Healing Wave but we will cover more on that in a later post.
- Chain Heal: This is one of, if not the, most iconic spells a resto shaman has not only in look and ability but also in sound. Each cast is accompanied by the sound of rolling thunder. You get the first rank of this ability at level 40 and as soon as you are able to use it, it will become a healing spell heavily used in your selections. This spell has two modifies to it that increase the healing potential quite a bit. First off there is a talent which we talked about last week, Improved Chain Heal, that gives the spell a 20% increase in healing output. Second there is Glyph of Chain Heal which allows chain heal to affect an additional target. It is one of a shaman's most mana efficient spells and in addition to being cheap and effective it is also a smart spell. It will always jump to the nearest target within the 12.5 yard jump range of the original target with the largest hit point deficiency. The spell will check for a valid target at each stop, so the third and fourth target (with the glyph) don't necessarily need to be within range of the first target. Each jump calculates crit individually on the targets and each jump has a chance to proc weapon effects like Earthliving Weapon and certain items like that Althor's Abacus. On top of all that it has a chance to trigger talents like Improved Water Shield. Once you have this spell you will use it heavily well into the end game.
- Earth Shield: Another iconic staple to the resto arsenal, you get this spell as part of our talent tree. You will have enough talent points to pick it up at level 50, and by 52 you can talent it to give you additional charges and improved healing. Earth Shield is a spell that places 6 charges (8 talented) on a target of your choosing, visible by a ring of floating earth surrounding your target. The spell is instant cast and it is a purely reactionary heal. Each time your target gets hit, a charge is burned and they are instantly healed with a cooldown of roughly 3 seconds between charge uses. The amount healed is modified by your crit, and spellpower at the time of casting the spell. It benefits the most from a high spellpower on the caster, so items that add spellpower like trinkets or temporary buffs that increase your spellpower are highly desirable before casting it. By default it healing is only augmented by 15% of your total spellpower, but with talents such as Improved Earth Shield and Improved Shields, you can push that to 35% of your spellpower. The spell also now correctly benefits from Purification. This can lead to some impressive and very useful shield procs. Normal placement of the spell is on a tank, but there are other ways to use it. It does reduce push back by 30%, so placing it on a healer or another caster when there is a lot of damage pushing their casts back. It can also be used on DPS who has a tendency to steal aggro. It might not be able to keep them solely alive, but it may give enough of a cushion to snap a heal off and keep them alive.
- Cleanse Spirit: This is a cure-all, or as close to one as you will see as a resto shaman. Cleanse Spirit effectively saves you button pushes, removing the reason to ever use Cure Disease or Cure Poison. The spell also allows for the removal of curses, which is incredibly handy in a pinch. While a resto shaman can't remove magical effects, being able to remove 3/4 of removable debuffs with just one spell is pretty good. Another spell you receive from talent points you can pick this up at roughly level 44. Grab it as soon as you can and put it on your action bar, use often for great success.
- Riptide: This little beauty has become yet another icon of the shaman healing toolkit.You obtain this spell through talents and can snag it as early as level 60. Riptide is an instant cast spell that has a heal over time component. Heals a friendly target for 1604 to 1736 and another 1670 over 15 seconds. This is of course modified by your spell power and can produce fantastic numbers both on the initial attack as well as the ticks of each HoT. This spell also has a component that augments Chain Heal, increasing the amount healed by an additional 25%. This helps to increase healing output and also gives us mobility. Riptide also triggers many of our key talents and has cemented itself as a spell that should be used by each and every resto shaman
Totems:
A shaman is nothing if not for their totems. It is a key feature that is identifiable and synonymous with the shaman class. Our totem hail from the four elemental schools of earth air water and fire. There are a few totems that as a restoration shaman you will use with some regularity.
Earth:
- Tremor Totem: This totem has the job of removing Fear, Charm and Sleep effects from party members within 30 yards. There are a lot of fights where this is incredibly useful.
- Strength of Earth Totem: This totem will see action when there is no death knight or enhancement shaman around and you have melee or hunters present. Increasing Str and Agi by 155 will be welcome by all physical DPS.
- Stoneskin Totem: This totem adds 1150 armor to party and raid members within 30 yards of the totem. This is very handy for classes that utilize higher armor values such as death knights using Bladed Armor or tanks for use in further damage mitigation.
- Flametongue Totem: When there is no demonology warlock or elemental shaman around, you will want to keep this spell enhancing totem down. It adds 144 SP to all party and raid members within 30 yards. Augmenting all casters spell abilities as well as your own, don't leave home without it.
- Mana Spring Totem: This totem should be used whenever wisdom is not available to you. Your mana regeneration is one of the key elements to maintaining your healing prowess. Restorative Totems increases the mana regeneration of this totem by an additional 20% which roughly equates to 110 MP/5. Not only does it affect you, but it also affects your party and raid members. Shaman in a group using this will be every caster's friend.
- Mana Tide Totem: This totem has a 5 minute cooldown, but every 5 minutes it can be used to restore 24% of the maximum mana of party members within 30 yard. Since potions were changed to only be allowed use once per combat, this totem has become one of the most powerful mana restoring abilities in the game, and is a signature restoration shaman ability.
- Healing Stream Totem: Another totem affected by Restorative Totems this totem is also affected by your total spellpower. It acts like a heal over time ticking every 2 seconds to heal all of your party members within the 30 yard range. This totem, unlike others, scales in real time with your SP. If any trinkets or ability procs increase your total SP, the amount healed by HST goes up as well. This can lead to some very high numbers. Combine that with Glyph of Healing Stream Totem and you can wind up with a totem that can do 8% or more of your total healing. This is especially useful in encounters with interrupts and silences and should be used whenever you have Blessing of Wisdom, or your mana regeneration doesn't need the boost.
- Cleansing Totem: While Cleanse Spirit is an amazing spell, this totem can help you out of many tight situations. There are several encounters where there is raid wide poison and disease effects. This totem will clear those effects off of everyone in your party within 30 yards. This can be very useful when attempting to maximize healing time, by reducing the number of times you're required to cast Cleanse Spirit . Keep this totem handy.
- Wrath of Air Totem: This totem should be placed as often as possible. It gives 5% haste raid wide and anything that reduces your casting time allows you to squeeze that much more healing out. 5% can go along way to increasing your groups survival rates.
- Windfury Totem: This totem can outweigh the usefulness of Wrath of Air Totem in some circumstances. If you're in a melee heavy group on a fight that needs maximum DPS to burn through, windfury will be incredibly useful for you. Keep it handy on the off chance you need it.
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
Asami Mar 2nd 2010 10:21PM
Zomg Grounding totem. Almost never useful but on some trash it can help and with the caster in Old Kingdom it can save a tank from an 80% hit. can also eat some single target fear casts.
Royal Mar 2nd 2010 11:52PM
WTB a tank that remembers/knows about that shadow blast 80% health and doesn't yell at me about healing when he chain pulls the things.
Roland Mar 3rd 2010 4:17PM
L2 Wind Shear.
Kinn Mar 2nd 2010 10:23PM
Might want to add that Mana Spring can be raid-wide, whereas Healing Stream is party-only.
Qot Mar 2nd 2010 11:58PM
The author may also want to note that stoneskin does not stack with a paladin's devotion aura.
No death knight or enhancement shaman -> Strength of Earth
No prot pally -> Stoneskin
None of the three -> Stoneskin if you've got an undergeared tank, otherwise SoE
All of the three (and no fear) -> Dealer's choice, but I usually use SoE since DKs may lose focus and forget to blow their horn, while devo aura is always up.
Roscoe Mar 3rd 2010 1:43AM
Actually I believe stoneskin stacks with devo aura
Terrant Mar 2nd 2010 10:26PM
Okay, Lodur, I'm only gonna sing this one more time: Ohhhhhhh, if you want it to be possessive, it's just "I-T-S", but if it's supposed to be a contraction then it's "I-T-apostrophe-S".
Scalawag.
mtsadowski Mar 2nd 2010 10:54PM
epic Strongbad reference! I hope they update soon.
alpha5099 Mar 2nd 2010 10:26PM
Just a note: Cure Poison and Cure Disease no longer exist. It's just Cure Toxins now.
alpha5099 Mar 2nd 2010 10:28PM
Also, Mana Spring is not group only.
vazhkatsi Mar 2nd 2010 10:29PM
add grounding totem. a lot of times it can absorb a single target "tank kill" spell. mainly like the one on the last boss of FoS, this totem and a liberal use of windshear make for more proactive healing
Noah Mar 2nd 2010 10:29PM
"Cure Disease" and "Cure Poison" are not "Cure Toxins," although "Cleanse Spirit" is still obviously incredibly useful.
Noah Mar 2nd 2010 10:30PM
LMAO
1. typo: meant to say are "now" Cure Toxins
2. someone else already said this
Who's an idiot? This guy.
Mike Mar 2nd 2010 10:43PM
Left out Mana Tide Totem too?
Artigrius Mar 3rd 2010 12:22AM
Yet another article that pushes Healing strea totem's Glyph *for the love of god why* and fails to encompass several important aspects of our class.
WTB new article writer.
Kinn Mar 3rd 2010 1:54AM
With how often he seems to talk about the incredible healing powers of Glyph of Healing Stream totem, in addition to the countless other errors, I'm thinking that Restoration is -maybe- his offspec.
Not once have I seen him mention Glyph of Earth Shield or Glyph of Riptide as suggested glyphs.
nekorion Mar 3rd 2010 2:56AM
Resto glyphs are by and large the most agumentive of all glyphs sets.
I like healing stream. I put myself in the tank group and blam! easy effective free healing.
I like it better than riptide. Two ticks doesn't heal for anything worthwhile. Just allows you to chain heal off of them ever so slightly more reliably. If you're overriding riptide anyways, the glyph is worthless.
not to mention lhw seems to be going the way of the dodo.
Know Mar 3rd 2010 4:40AM
@Artigrius - Hold off on the lynch mob until Joe gets as bad as Nick Whelan was in the Lock Column :) If he writes 3 RolePlay columns in a row especially where one is about how he 'feels' about the spells as opposed to how they actually operate, THEN break out the noose. :)
Personally, I like the recent articles. Keep it up Joe!
I've just started messing with my Lvl 60 Shammy alt that I got to 60 via Recruit a Friend running as the 'bot healer' for my Dual Boxed Hunter, I'm getting a lot out of the recent columns.
Firestyle Mar 3rd 2010 9:38AM
I glyph earth shield and chain heal, and am currently switching between lesser healing wave and earthliving depending on encounter. I find LHW is critical in 10 mans, but that ELW outperforms it in 25 mans on high AE encounters such as BQL. Riptide is a viable glyph and if I was in a raid comp with 2 holy paladins (we have one currently) then I would switch to RT + ELW + CH glyphs for the raid healing output.
katyanna Mar 7th 2010 12:50AM
I have to disagree, since I have been reading these I decided to try out different glyphs for different encounters and these days I find myself hardly ever taking out Healing Stream Glyph because it just helps so much and the others are just so fight specific, I'm not going to keep LHW glyph equipped when I'm not throwing heals at the tank that has ES, it's a waste.
Nobody ever talks about how useless the water shield glyph is once you get good gear, but it's a complete waste. I used to run out of mana on Saurfang fights WITH the glyph, now I am at 55% when the encounter ends.
and before you go criticizing I think you should read some of this guy's other stuff.
I like you Joe, please stay with us.