Totem Talk: Choosing a role for restoration

You have leveled to 80, done a plethora of heroics and gathered some gear. Now you are ready to begin picking your end game role. Whether it is healing a raid group in 10 and 25 man content, chain heroics with friends or everything in between, it is time for you to pick what your primary focus will be. This will have a large impact on what you choose for gear, key stats and upgrades along the way.
As a restoration shaman you have three main choices for your healing focus. Tank (and off-tank) healing, group healing and support or swing healing. While you can fill all three roles regardless of gear, it will shift your stat priority depending on what you choose as well as affect your potential choice in glyphs.
Let us take a look at each specialty
Tank healing
There is no standard set of rules for healing a tank, but there are certain tools you will use over others. There are a few schools of thought on how to tank heal as a restoration shaman.
The Lesser Healing Wave method:
That's right, LHW can be used very effectively as a tank heal. The spell is designed for fast healing much like Flash Heal from a priest. It is what you would call a top-off spell. It can however be used very effectively as your primary tank healing spell. This method requires a spam healing approach, and as a result you will be chain casting a lot of the time. With this method you want to make sure you do not let the tanks health drop too low and generally you want to keep it around 98% to 99% with lesser healing wave spam
Riptide should still be used often, even though spamming LHW makes the HoT effect less effective. It is still an instant cast spell that you can apply on the move and in events where you find yourself silenced or stunned the spell will still tick healing on your target. Since this method also does not use Chain Heal often or at all, Riptide will almost never be consumed. Earth Shield should also always be on the tank, keep it refreshed and never let it fall off!
Suggested glyphs:
- Glyph of Earth Shield
- Glyph of Lesser Healing Wave
- Glyph of Riptide... alternatively Glyph of Water Mastery if mana is an issue.
Healing Wave is your big heal, affectionately referred to as a "nuke" heal. This slow heal is best suited for slower but harder hitting bosses. Think fights like Sartharion, Hodir and Saurfang where the tank will periodically take big hits. This is a less spam heal heavy than the LHW method is, but requires getting used to the timing of damage on boss fights. It also tends to be a little more mana hungry when compared to LHW. This method can produce some very large heals that can bring a tank back from the brink of death all the way to full.
Healing wave will not be the only spell you use, but it will be your primary spell cast. Keep riptide and earth shield up on the tank at all times as they will help smooth out the healing between healing wave casts. Even your Healing Stream Totem will help out, just make sure you are in the tank group for healing.
Suggested glyphs:
- Glyph of Earth Shield
- Glyph of Healing Wave
- Glyph of Riptide... alternatively Glyph of Water Mastery if mana is an issue.
This method of tank healing is quite viable, but only really shines in heavy melee groups. Fights like Stinky and Precious, Rotface, and truthfully any encounter that has a large raid damage component. Consider that you will have riptide up on the tank on every cooldown, and that is an additional 25% healing on the main tank before the chain jumps to melee in range.
If you are not in a melee heavy group or you are in a group where melee is not taking a lot of damage, this method does have the downside of being low on the return for investment when you calculate healing per mana spent, and I would suggest going with either the LHW or HW method.
Suggested glyphs:
When you shift into tank healing your stat priority does change slightly. As a tank healer your stat values will look something like this
SP > Crit > MP/5 > Haste.
Now a lot of people will tell you haste is as important as the other three, or more so when tank healing, but if you look at the other stats they have a greater impact on your healing output when on a single target. Spell power increases not only the effectiveness of your direct healing spells such as HW and LHW but it also gives a steady bonus to Earth Shield, Riptide and if you decide to use it HST. As you will be focusing more on these spells as a tank healer, spell power pulls ahead in importance. Crit is important for very much the same reasons. Not only does your direct healing spells reap the benefit of this, but so does ES and Riptide. Both spells critical ratings are based on your crit amount. The higher it is, the more they heal for and the less direct healing you have to worry about. MP/5 also pulls ahead here for a few reason. You will be casting spells that rank fairly low on mana efficiency, and as a result you will find you will chew through mana very quickly. Having some extra MP/5 laying around helps keep you casting on the tank longer, which means a longer living raid, and that is always a good idea.
Tip: Bears and DK tanks tend to have higher health pools, but often times take larger spike damage than their shield wearing brethren. Keep your eyes peeled for this and react accordingly
Group healing
This is the more traditional role for shaman healers as of late. This focuses on keeping the group alive for as long as possible, and making sure that you get the most bang for your buck out of every bit of mana spent on healing. Your main spell of choice here is going to be Chain Heal. Glyphed this will be the absolute best choice for group healing. This spell has been improved since Ulduar, and now boasts a longer jump range between targets (12.5 yards), and with a glyph can affect up to 4 targets. The spell is also a smart heal and will travel from the target of the spell cast to the next lowest health target within range. This makes the spell particularly effective in clumps of raiders such as melee clusters or ranged that like to group hug.
Some fights chain heal might not be the best choice. There are some fights that require a group to be further away than 12.5 yards. At that point chain heal largely goes to waste so you need to be aware of when not to use the spell. Otherwise for group healing, accept no substitute, chain healing is the way to go.
If you are group healing chances are you don't have to worry about the tank as much or at all. You can do some things out of the ordinary to help not only yourself out but your raid as well. For example, when not on the tank you can move ES around the raid as needed. This is particularly useful if you have a raider that happens to... wander into damage. You can pop ES on them and give yourself a little buffer to top them off. I have employed this to great effect keeping "squishy" targets alive. You can then also use riptide as an instant cast hot for the majority of the fights. Similar to moving ES around, you can place it on targets that may require some additional love that chain heal might not be able to get to.
Suggested glyphs:
Group healing brings with it a new stat priority. To be incredibly effective at this you need to reduce the cast time of chain heal as much as possible, and so your will be valuing haste over all else. Getting yourself to the haste cap is very useful here. We will cover more about haste and it's usefulness next week, but for now here is the rough stat priority for a group healing shaman
Haste > SP > MP/5 > Crit
Haste for you will trigger mana regeneration, faster casts on chain heal and will lower the cast time of your HW as well, making it that much more effective.
Swing / support healing
This is the balance between the two roles of tank and group healing. A shaman that walks this path aims to fill the gap for group healing and single target healing as needed. You try to make yourself as versatile as possible and as a result you will use every tool you have in your toolbox. ES will be placed largely on tanks, and you will move between tank and group healing as each fight calls for. This lets you pick up the slack if another healer falls.
Suggested glyphs:
- Glyph of Chain Heal
- Glyph of Water Mastery - This will help even mana consumption out slightly when moving between roles.
- Third is optional between Glyph of Healing Stream Totem, Glyph of Healing Wave, Glyph of Lesser Healing Wave
SP > Haste/Crit > MP/5
This will allow you to be able to fill the gap of whatever is necessary in your group, but wont see you topping the healing meters. Your goal is to support the other healers around you. This is not always a viable choice and often times you will be choosing between single target or group healing, but it's still an option.
Note about totems
Totem choice is going to largely depend on group composition and what is needed. Take a look at your group and decide from there what is going to be best for the run, whether dropping Windfury Totem and Strength of Earth or Stoneskin and Wrath of Air, take a few moments to gauge the group and see what is needed.
Whatever you choose to heal, making sure you know how to handle the various roles you can fit is important. Next week we will talk a little more in-depth about haste and the effect it has on shaman healing
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 4)
Evandrial Mar 23rd 2010 2:11PM
good, informative post. however, it might be useful to mention the Tidal Waves effect that procs from riptide/chain heal. for the tank healing role, a good shaman will want to keep this effect up at all times for the quicker HWs and more effective LHWs.
jrizutko Mar 23rd 2010 2:29PM
I have to agree with this. the single most important thing for Resto Shammies to learn is that if they're not spamming chain heal, they need to be maximizing the rhythm of the Tidal Waves buff.
ShammyHeals Mar 23rd 2010 3:58PM
Does anyone else feel that over the last 4 weeks the majority of responses to the new resto shaman posts have been very negative and critical?
Part of me wants to remind everyone that THEY could have applied for the position and have written better content, but the other part of me really thinks that these past resto shaman posts are very, VERY bad.
Makes me wonder: who the hell applied for this position and where did they find this writer? What are the editors doing in response to the negative reactions. Is there any accountability or must be forever now deal with a weekly, unthorough postings that are incite contempt more than insight?
ShammyHeals Mar 23rd 2010 4:01PM
Speaking of edit, I should edit my comments better:
Makes me wonder: who the hell applied for this position and where did they find this writer? What are the editors doing in response to the negative reactions. Is there any accountability or must we forever deal with a weekly, unthorough posting that incite contempt more than insight?
Columhcille Mar 23rd 2010 5:18PM
I don't agree with said glyph choices. Every shaman should have the Riptide Glyph -espeically! if you're in ICC or have the two piece T10 bonus for resto. The set bonus auto gives you 20% haste every 6 seconds not to mention if you cast RT every 6 seconds it's up, keeping this hot on 4-5 people at once using that glyph, it's one of your best healing spells, RT should then be doing somewhere around 20-30% of your overall heals. That's a LOT So... Glyph, plus set bonus, plus using it a lot = win.
Unless you're in a ten man the mana probably isn't an issue so water shield glyph is fairly useless depending on your makeup in group and if you have other replentishers.. if you're in 25 man mana isn't an issue period. Either way, they revamped the mana shield so it procs more and doesn't fall off as often a few patches ago, which pretty much made the glyph a bad choice for overall effectiveness of choice of glyphs. There's other better ways of regenning mana [like trinkets] while getting more bang for your buck when it comes to glyphs.
Healing stream totem is mostly overheal. in a decent raid more than half of all your healing goes into overheal anyway, so why waste a glyph on more overheal? I bet you anything if you break down your recount to separate pets from owners, and you look at the overheal done, look at your healing stream's output.. then the overheal for just your healing stream totem.. and i bet a lot of it will be overheal than not.
LHW glyph miiiiiight be reasonable if you were solely tank healing.. but if you're in a ten man.. you're never JUST tank healing, espeically if it's just you and one other healer...and if you are in a 25 man you most likely have a pally present but even if you ARE SOLELY on tank healing,
a) if you're in ICC-ready-gear you have at least 32-40% crit on your gear already and therefore your spells are critting avg 45% of the time meaning.. are you REALLY gonna waste a glyph on more crit on spells that already crit about 50% of the time anyway? If half your LHWs crit and you're casting one every 1.3 seconds or so, then why do you really need to stack more crit for it? and JUST on ONE target.. that's also granted you're keeping up wtih your earthshield. I can't tell you how many shaman I know that are completely incapable of keeping one up throughout the durration of a fight. You really gotta be on top of things to not let it fall off at all. If you're a lazy play-style shaman, LHW glyph is completely useless.
b)if you're in 25 man LHW is good for a low HP tank or in between longer cast heals to kinna top off, but in order to proc your HoTs and useful talents on tank that should be up [including four piece tier bonus HoT], you should CH off tank into melee a couple times, RT, LHW or HW a couple times and then when RT is a couple of seconds from wearing off, CH off tank again, then RT right off the bat to refresh it. That way you're keeping your Earthliving, 4piece tier proc HoT and RT hots all up on tank at same time along with ES and not removing the RT unless your RT can be replentished again soon after CH goes off. If raid is taking a lot of dmg just CH off tank consistently for melee heals or to reach others close by and use RT as a quick insta-heal if he's at kinna low HP.
Columhcille Mar 23rd 2010 5:22PM
Overall this article seems it'd be helpful to shaman newer to raid healing and to show shammy versatility. Shaman really can be fenominal single target healers.!!!!!!!!!!!!!!!!!!!!!!!!!!!
Zuckerdachs Mar 23rd 2010 2:20PM
The next time you recommend Glyphs of Water Mastery and Healing Stream Totem, or leave out Tidal Waves, I am going to nail a kitten to my wall. Then that will be squarely on your conscience.
StormDance Mar 23rd 2010 2:42PM
/agree
Also stop putting mp5 so high in your stat rankings as in most raids will have a replenishment effect. between replenishment and imp. water shield I sit comfortably with 250 mp5 baseline and have no mana problems.
Evandrial Mar 23rd 2010 2:53PM
though i wouldn't take it to the kitten-murdering extreme that you do, i'd have to agree. glyph slots are far too scarce to spend one on either of those two glyphs. i understood when you suggested them in your "resto 101" post, considering many players taking advice from there are fresh 80 and could use all the passive mana regen they can get. from a raiding perspective, however, i don't think mana will ever be big enough an issue to warrant the use of Water Mastery.
cheezygonzalez11 Mar 23rd 2010 3:20PM
I always enjoy Lodur's posts on WoM but his TT posts always seem a little over-obsessed with glpyh of water mastery. It's an extra 30 mp5. Compared to the extra healing from the glyph of LHW, 30 mp5 is not that useful. For one, LHW glyph will save you tons of mana just from being comfortable with using the more mana efficient little heal instead of a big bomb.
And the more shamans you have, the better it is! Because it boosts LHW on anyone with AN EARTH SHIELD, not just YOUR earth shield. So it's great even for raid healing.
Also, please stop forgetting to mention TW. When I was a n00b shaman I didn't really grasp tidal waves and how amazing it is. Every shaman should keep that thing rolling. My power auras shows me a wavy blue circle when I'm in combat w/o TW up, and a yellow exclamation mark when RT is available to proc it
DDimstar Mar 23rd 2010 4:10PM
Throwing Riptide out on nearly every cooldown is crucial. Vital. Essential. Mmkay?
Early Shammy Tank Healing: Use LHW with glyph of LHW + riptide on every cooldown so you get a bunch of crits AND mana regen via water shield procs. Riptide, LHW, LHW, LHW. Crit is both your bomb and regen stat while haste is scarce.
Mid Level Shammy Tank Healing: As above though you probably have the regen to drop a nuke on the first cast. Note: TW will haste that Healing Wave a bunch. Riptide on every cooldown, HW, LHW, LHW...
High Level Shammy Tank Healing: You probably have at least the 2 piece T10 bonus which drops a bunch of haste on your spells, and you probably have more mp5 than you need despite trying to avoid it for more haste/crit gear. At this point, after a riptide your HW is maybe .1 seconds slower than a LHW. Your second LHW is probably somewhere between .2 and .5s slower. Still well worth the price of admission, imho. So....drop Riptide, HW, HW...LHW as necessary.
Group Healing:
I didn't notice that much of a change in 10 mans from low level gear to high level. Riptide, CH, (CH or LHW for spot healing). I usually throw my CH at the melee stack so I hit at least 3 people there, tank first. If the ranged are grouped up, I chain heal them, otherwise...spot heal with LHW. I don't bother move Earthshield unless its to an offtank or a kiting Hunter/Warlock/Mage or some such.
If you don't already use it...I highly recommend using Power Aura Classic. Configure it to make a sound or give you a graphical cue whenever you are in combat and can cast Riptide. I also have separate auras for Tidal Waves (a blue circular aura) and the proc from my 2 piece T10 (a small red aura inside the blue...same shape). One other aura that shows if Watershield is low (faint blue shield icon), and another in the same place but much brighter if Watershield is OFF. You want 100% uptime on that.
Wowcoholic Mar 23rd 2010 4:40PM
glyph of water mastery is essential for new shaman healers. period. at least it was before triumphs were so easily obtainable. I think you need to quit harshing and remember that people are still crapily geared at fresh 80.
Zuckerdachs Mar 23rd 2010 4:46PM
I'm not "harshing," I'm just upset that this blogger is giving poor advice. This post is about healing roles in raids, and nobody should be raiding with the glyphs that he's suggesting.
Besides, there are so many ways to get around mana regen as shaman that there is no excuse to glyph improperly. I never used Water Mastery and haven't had any problems with mana since this expansion was released.
Zuckerdachs Mar 23rd 2010 2:21PM
The next time you recommend Glyphs of Water Mastery or Healing Stream Totem, and leave out Tidal Waves, I am going to nail a kitten to the wall. Then that will be squarely on your conscience.
Zuckerdachs Mar 23rd 2010 2:21PM
Yay fail.
zandilar Mar 23rd 2010 2:23PM
On my resto shaman I have switched over to tank heals, and am loving it. I go the LHW/Riptide route. The tidal waves effect from riptide is a big help in procing ancestral knowledge and ancestral awakening.
For this method I highly suggest getting the pvp 3rd wind totems.
It has been a fun mix with my shammy. One that i like surprising puggers with in showing that yes, a shammy can tank heal very well.
Osmose Mar 23rd 2010 2:42PM
Going against many shamans i started with and idea of Paly-Shaman inserting on my gear a lot of INT gems. In 25 raids i can get aroung 37-38k mana pool, with a suport of a boomking or feral druid to sometimes help with innervate if got a long fight or a lack of concentration with my cd to recover mana.
Something to think about for some shamans.For now i have been going very well with this type of gear and gems
Vibram Mar 23rd 2010 3:06PM
@Osmose Gemming for Int doesn't really benefit you much more than having a larger mana pool and slightly more crit. In a raid with roughly 700mp5 and 25k mana I don't have any mana issues Gemming haste or SP gets you faster, bigger heals (having LHW under 1s cast time with Tidal Waves giving more crit % means more mana returned through Water Shield).
jrizutko Mar 23rd 2010 2:27PM
I don't really agree with your assessment of stats for tank healing. Haste is still king, and Healing wave is actually quite mana efficient when you factor in the mana return on crits.
Its also well worth noting that Chain heal is highly effective in 25 man raids, and drops way down in efficiency for 10 man groups as the likelihood it can reach high value targets when it jumps goes way down.
Depending on the fight raid healing on 10 mans can be accomplished much more effectively with HW or LHW with ancestral awakening procs that ALWAYS find high value targets.
Jesse Felt Mar 23rd 2010 2:34PM
I would definitely agree with this. On 10 mans (where I primarily raid with my shaman) I spend much more time using RT, LHW or HW on the raid, only using CH when there is a large amount of raid-wide damage and I know that I will get all 5 jumps.