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
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Reader Comments (Page 4 of 4)
Sky Mar 23rd 2010 11:04PM
Enlighten me then on this human factor that you speak of? To quote your original post:
"Because your "perfect" build is only the "perfect" build when put through simulations. It does not take into consideration the human who is playing and who has their own way of playing"
I understand that your overall effectiveness as a healer is an increasing function of both the stats on your gear and your skill as a player. Therefore it would make sense that stacking the right stats (proven both with simulation programs and ACTUAL log parses) would increase your overall effectiveness as a healer.
Going back to the post I made above, assuming that players have equal skill (which is quite generous since most of the people who get into theorycrafting tend to be more devoted if not skilled than people who "play what floats their boat"), players who have the right mix of stats will be the more effective healer.
"All things told by the end of the night, you can have two shamans with different specs/stats/glyphs/etc running the same instance with the same group and not taking into consideration the unknown factor (errors, different response times), they will match each other in terms of healing meters"
Really? So you're telling me I can stack mp5 and glyph water mastery and healing totem and still be as effective as when I am using my optimal build? Please provide some proof (either a sim or log parse) that proves this.
TTFK Mar 24th 2010 1:02AM
@BDTO -
"The level of EJ fanboyism in these comments never cease to amaze me. What you jerks (sorry, left the elitist out) don't realize is that there is no ONE way to heal as a shaman. There's no perfect way to heal, and even EJ can't give you the very best spec/stats/glyphs."
More than one way to heal? Yes.
Following the original post leading to being laughed out of any current-content raid? Most certainly.
You can cry about "fanboyism" all you want. Fact is, those "fanboyism" mongers are quoting from tried and true, extensively-tested research. Just because you can't accept that the best way for raids is not YOUR WAY is not our problem.
Wugan Mar 24th 2010 4:33AM
Nope, I read what you wrote, so you can disagree with me if you want, but don't pretend like I'm not reading your comment. You seem to advocate a theory of "everyone should just heal how they want to heal, it doesn't really matter." If that's not your point, then you can let me know. I'm sure you will.
That's fine for many levels of content, it becomes less fine if you are in a progression raiding guild. Many people come to Wow.com to get their new character/alt into shape for raiding.
Many of us play to max our healing potential. If we raided together and you did more healing than I did, I would be scrutinizing your spec, gems, enchants and logs to see if I could learn something. That's just how I play, and how many others play as well
My point was that if you want to play to increase your immersion or satisfy your own desires to heal as you wish, then I don't see why you need to come to a blog to learn that. If you want to learn how other people heal by reading a variety of viewpoints, then don't get so upset when they tell you something you disagree with.
jrizutko Mar 24th 2010 10:38AM
Since when did trying to make sure good advice was available to new players become the behavior or elitists or jerks?
Felix_NZ Mar 23rd 2010 6:33PM
Thanks for that, yeah I was wondering if the absorb+Post hit heal would provide awesome mitigation, but I wasn't sure how the internal cooldown would interact.
Zaho Mar 23rd 2010 8:47PM
Actually this article was great, because heavy errors in it gathered response from pro shammies, so comments are reaaly educational. As a shaman clearing first wings 10 men hc I'm not completly new to class, but I found very useful things here in comments. Thank you guys - power auras helped in our first kills of fester and rotface! And now i have few stacks of glyps with me.
Kalanii Mar 23rd 2010 8:49PM
I don't get your obsession with the water mastery glyph and mp5. You probably end fights with near full mana which is a complete and utter waste.
No raiding shaman should EVER have glyph of water mastery. If you're a brand new level 80, it MIGHT be useful for heroics. Anyone raiding current content should not be using it.
Glyph of Earth Shield is pretty much mandatory no matter what your healing job is. Even if a shaman is raid healing, ES should still be kept up on the MT - it's a huge passive heal.
Glyph of riptide is so-so. I would never say it's recommended or mandatory for any style of shaman. Even a tank healing shaman can chain heal a lot off the tank to help keep up melee.
mistaya Mar 24th 2010 12:16AM
You might want to rethink telling young shaman to use the tank as their primary chain heal focus on Precious and Stinky. I don't know if you've heard of Mortal Wound...?
TTFK Mar 24th 2010 1:09AM
Assuming the tanks know what they are doing, a post-Decimate heal should be relatively effective.
The rules for a healer are simple:
1. Heal the tank.
2. Heal yourself.
3. Heal the raid.
Ideally, a shaman should have a Riptide placed on the tank several seconds before Decimate. From here, time a Chain Heal to consume the Decimate just after it goes off, followed immediately by a Riptide on yourself. After this, firing a single additional hasted CH (assuming 2pt10) bouncing off the tank will stabilize things long enough for you and the rest of the healers to get everyone else up, plus pull several others out of the danger zone at the same time.
mistaya Mar 24th 2010 5:26AM
The point is either tank is going to have a large (usually 50%, often more) healing reduction debuff. The only time they don't is 1-2 seconds after taunt. It is always more effective (especially on Stinky) to use yourself as the primary CH target- ensuring you survive the decimate.
Of course watching the first hit of CH hit for 1k, then have two digit bounces is funny but not something I would recommend for new people.
jrizutko Mar 24th 2010 10:48AM
Yeah it pays to be able to track the healing debuff stacks on Precious and Stinky. Healing a tank with a 90% healing reduction is just a waste of mana, and makes a chain heal targetted at them completely useless . If your tanks are any good, you can usually hold off of healing them completely until their stacks fall off, top them off, then heal them until they get 3 or 4 stacks again.
There's no real reason to panic against precious or stinky unless your tanks are severely undergeard, though.
Matthew Mar 24th 2010 1:34AM
Here's a note of support to the new resto writer in town. Thank you for aiming to help new 80 shaman out.
Pomma Mar 24th 2010 3:13PM
As with the others here that have commented on this article I have found myself dissapointed with the depth of the advice offered in this particular column. The continued reccommendation of the Water Mastery glyph is the biggest case of this that points to a bigger problem.
No shaman in the comments of this column (or any other blogger for that matter) can really advise using this glyph. Every time that the author hints that the user may be having mana issue this is the first suggestion on how to deal with the problem. The issue I have is that very rarely is an MP5 issue really an issue of actual MP5.
Question: Why does a healer runs out of mana during an encounter?
Answer: They cast more heals than they had mana regen + initial mana over the duration of the fight.
Solution (according to this author): You need to get more MP5. You should use the Water Mastery glyph.
WRONG! WRONG! WRONG! WRONG! WRONG!
This line of thinking clearly does not offer any analysis their real problems.
The answer they should have arrived at is this: My heal/mana was not sufficient to sustain the healing requried to handle the incoming damage for the duration fight.
Ok... this is better. How do you get more heal/mana? This is simple. More throughput. This can only be achieved though SP, Crit, Totems, and proper glyphs. A Earth Shield glyph for example increases heal/mana and heal/second on your earth shield (think of this in a TTL aspect). Using a heal stream totem increases your heal/second (assuming that it is ticking on targets not at full health) but also your heal/mana since the totem is cheap and works for a long time after it is cast. Note that haste works a little different in that it increases the maximum heal/second but does not change the heal/mana per spell - its constraint is mana available.
The other issue that I think needs to be addressed sooner than later is consumables. The paltry 30 MP5 glyph that keeps getting reccommended can easily be obtained through the usage of a top level mageblood elixer. There is no elixer in the game that offers and extra chain heal target or 20% on my Earth Shield. I would pay ungodly amounts of gold if there was. There are also plenty of food buff options that offer desired stats. The point of a glyph (or appropriate relic since those work more like glyphs than does a wand or bow for other classes) is that I get a feature or buff that is not a flat stat increase.
Finally, every resto shaman should carry around both sets of drums. If a pally is in the group you can coordinate with them to give you wisdom in additon to the 8% kings buff instead of their 10% version. This frees up your water totem to be used as healing stream (or cleansing as needed) and as mentioned above gives you overall throughput (straight healing or GCDs from not cleansing) when you most need it - i.e. when people are taking damage.
Every time I read this column I get the idea that the author is trying to solve a throughput issue with more MP5. IMO this is a rookie mistake and lacks any hint of depth of analysis.
jrizutko Mar 25th 2010 12:35PM
Well put!
icepyro Mar 26th 2010 3:29PM
Thank you. This comment has no e-peen and shows how the line of thought is wrong and not just saying that it is. While I figured this out myself based on what others said, I would love to see more comments with this kind of 'walking in their shoes' approach.