Cataclysm Beta: Restoration shaman update

Cataclysm is the word on everyone's lips right now, and with good reason. On June 30, Blizzard announced officially that the closed beta was starting. The excitement can be seen almost everywhere as new information becomes available. There has been a deluge of information since then with everything from the official patch notes on the current build, new spells, talents and skills, new maps for the zones we will be seeing, to new emotes for each of the new races and everything in between.
We have discussed the talent tree changes a little bit already, back when they were leaked from the alpha client and again with the official preview. At both of those times, however, we saw only a fleeting mention of the new shaman spells and abilities to coincide with these talents. Much of what we saw was left to mere speculation as we had yet to see it first hand through a beta.
Among all of the information filtering in from the beta, there has been information about the new restoration shaman talents and spells, as well as updates to some old favorites of ours. Some of these changes are undeniably good, others are interesting and some downright confusing.
Check after the break for more information.
We have discussed the talent tree changes a little bit already, back when they were leaked from the alpha client and again with the official preview. At both of those times, however, we saw only a fleeting mention of the new shaman spells and abilities to coincide with these talents. Much of what we saw was left to mere speculation as we had yet to see it first hand through a beta.
Among all of the information filtering in from the beta, there has been information about the new restoration shaman talents and spells, as well as updates to some old favorites of ours. Some of these changes are undeniably good, others are interesting and some downright confusing.
Check after the break for more information.
New spells
We heard about the new spells that Blizzard had planned for us at the official class preview, but there was not much more information available after that. Now that Cataclysm has hit its first beta phase, we are finally starting to see these new spells.
Spiritwalker's Grace Shaman have long been though of as turret healers, stationary chain-healing artillery. Our tool set has only recently become movement-friendly with additions like Riptide. Level 85 is when it appears we will get this wonderful spell. After using it, for 10 seconds you can move and cast any non-instant shaman spell. It rests on a two-minute cooldown so it will likely see a lot of use. This spell gives us the ability to keep up with other classes on the mobile healing front.
Healing Rain When this spell was first announced, there were a few people that scoffed at it. This spell, however, offers some very interesting ideas. First of all, it is an area of effect heal over time. That right there is pretty awesome. Second, it doesn't have to be targeted on a player. We pick this spell up at level 83. You can target any location to place the AoE HoT, and it will persist for 10 seconds. Every two seconds, anyone in the affected area will receive healing. This is similar to our Healing Stream Totem in how it pulses heals. The spell has two-second cast a 10-second cooldown, so after the effect is done, you can place another. This gives us more tools to aid in filling the healing gap between classes on the HoT front. Interestingly note, it was mentioned to me in passing that this was the original plan for priest's Circle of Healing before it was altered to its current state.
Unleashed Elements Affectionately being referred to as the "shaman's judgment," this ability uses whatever weapon imbue you have active as its base component. This becomes available to us at level 81. At this time, Earthliving Weapon is said to heal a target slightly and buff the shaman's next healing spell by 20%.This can come in handy for super-charging heals; just think of using this ability to boost healing on a Chain Heal and then using it on someone with Riptide. Can potentially lead to some huge heals.
Bind Elemental Starting at level 68, you can crowd control elementals. This is similar to Hex for us, and honestly it is something I've been wondering why shaman haven't had for a while now. I mean, we are supposed to be at one with the elemental spirits, right? We can bind one elemental for up to 50 seconds, taking it completely out of the game. This is similar to Banish, except that any damage done to the target will break the hold. This further adds to our utility, and with the upcoming instances we've heard about, it is very likely we will see at least a few elementals.
Greater Healing Wave Our brand new nuke heal. This will be our situational bomb heal. To put this in perspective, the new Healing Wave costs 6% of our base mana and caps out at 4,268 healing (before spellpower, etc.). GHW costs 30% of our base mana and caps out at 8,537. This will most certainly be a situational heal, if nothing else, just based on the mana cost alone: five times the cost for twice the healing. I'm going to keep my eye on this heal because I think that it will be one of the ones that changes frequently before retail release.
Old spells updated
Not much in this category yet, but I suspect that will change. As it stands right now, there are two major changes to look at.
Earth Shield The cost of earth shield is being drastically increased. In the current live version of the game, rank 5 earth shield costs 15% of our base mana. In the beta at max level, this has been increased to 38%. The cost has increased 2.5 times, but the effect remains largely the same. As it stands right now, common practice is to refresh Earth Shield whenever it gets low on charges, not even waiting for it to be fully used. In Cataclysm, however, if this cost remains that high, we are going to have to shift gears and wait until every last charge has been consumed and possibly not even put it back up right away. This falls in line with Blizzard's saying they wanted to make healers more mana-conscious based on spell choices, and here is proof of that.
Chain Heal I found the changes here to be very interesting. First, the mana cost has been reduced at maximum level in Cataclysm. In the live version right now, Chain Heal costs 19% of your base mana; in the beta at the highest level, it costs 17%. A 2% difference may not seem like much, but keep that in mind while we talk about the second change. On the live server now, the maximum level of chain heal caps out at 1,205 healing before spellpower and bonuses. In the beta, this has increased to 3,389 cap. That is a huge leap for only a five-level difference. The healing cap combined with a reduced cost continues to make this our most efficient heal. This will likely change, but as it stands, it looks like chain heal is back to being the shaman heal of choice.
New talents
We have already heard about Ancestral Resolve and Focused Insight, and it would appear that they are here to stay for the time being. With the announcement of the beta however, two new talents have joined the party.
Empowered Healing 3 ranks
Requires 3 Points in Nature's Blessing
Requires 40 Points in Restoration talents
Your Greater Healing Wave spell gains an additional [7%/14%/20%] of your bonus healing effects, and your Healing Wave and Lesser Healing Wave spells an additional [3%/7%/10%]
This is similar to the Empowered Healing found among holy priests. It grants a nice bonus to our HW and LHW, but grants an even bigger bonus to our nuke heal. While GHW may be expensive, this talent makes it that much more worth it when we have to use it. It is not a terribly exciting talent, though, and seems almost like a must-have talent.
Telluric Currents 3 ranks
Requires 45 Points in Restoration Talents
Your attunement to natural energies causes your Lightning Bolt spell to restore mana equal to [15%/30%/45%] of damage dealt.
I'm not sure how I feel about this one yet. It is a tier 10 talent deep into the talent tree that encourages healers to DPS by allowing them some of the mana back. Throwing lightning is very different than throwing an odd shock out in combat. Even though Focused Insight gives you a bonus to your healing while returning some mana for using your shocks, Flame Shock for example still costs 16% of your base mana. Lightning Bolt only costs 6% of your base mana. Restoration shaman should have a decent crit rating and our spellpower can sometimes be enough to produce interesting LB crits, so one has to wonder exactly how much mana can be gained from this. I think this talent will be something to watch, if nothing else just to see what Blizzard has in mind for it. It is possible this is an attempt at the "fun but not necessary" talents they have been talking about since BlizzCon '09.
Overall, the talent tree still seems pretty bloated. There are still a large amount of "must-have" talents, which is the opposite of what Blizzard has stated they wanted to see with the talent trees. We will have to see how the tree develops over the course of the beta. Keep in mind this information is current as of build 12319 of the Cataclysm beta. This is subject to change as the game is altered by developers during the beta testing process. But be sure to check back often, as we here at WoW.com will keep you up to date with the latest information!
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion. From goblins and worgens to mastery and guild changes, it's all there for your cataclysmic enjoyment.





Reader Comments (Page 1 of 2)
mrklrsn Jul 1st 2010 5:17PM
Still waiting for Spirit Link. But, I think Telluric Currents could be an interesting talent focused on active mana regen, assuming a resto's lighting bolt deals damage at least double its mana cost.
team.newg Jul 1st 2010 5:32PM
also, we should have enough talent points to pick up 5/5 convection.
I can forsee spamming LB actually increasing our mana if this talent makes it, sounds interesting, I like the idea of actually doing some dps as resto.
also, will make grinding much easier for those like me whose dual specs are both resto (pve/pvp)
Angus Jul 1st 2010 5:49PM
convection? nah, go with concussion. If you take the shock talent anyway you might as well be competing with tanks for damage while being big on the healing charts.
Maralach Jul 1st 2010 6:05PM
I do expect that mana regen through Telluric currents is the idea. however, it scaling of lightning bolt damage is not a good idea. Either the talent is OP or UP all the way, or UP when undergeared and OP when overgeared. It probably is best if it generates a certain percentage of base mana
Docseuzz Jul 6th 2010 9:20AM
I look at the resto tree and think - there's still a LOT of +%heal talents - which I thought they were removing... buff up the 1st tier mastery bonus, and dump those talents:
Healing Way (3 points)
Purification (5 points)
Improved Chain Heal (2 points)
Nature's Blessing + empowered Healing ( 6 points )
that's 16 points.... Maybe not dump them all - but maybe 8 points or so - and maybe make it similar to Druids (currently) where you can spec into tank heals or raid heals based on where you put those 8 remaining points.
Just a thought...
Hendrata Jul 1st 2010 5:24PM
But it's been an ongoing pattern with the Disc tree as well, that the talents encourage you to Smite a lot during an encounter. Also the whole Chakhra mechanic in the Holy tree.
I just haven't checked druid and pally healing tree, but the fact that several trees already have a "you should dps while healing" talents, maybe Blizzard is on to something here..... Maybe the encounters in Cata will be designed with those in mind?
Jesse Felt Jul 1st 2010 5:47PM
GC said that their goal is that none of the damage talents will be necessary and are only there for those who "want something to do between heals"
I personally am opposed to the concept of needing to dps while healing. It is an entirely different thought process for me and every time I have tried to dps when there is no healing needed I end up decimating my "flow", so I am glad to ehar GC say that they are not tuning fights around healers dpsing, and that most of the time, the extra damage healers will be able to provide would be less than what pures can do by just playing better.
Tarv Jul 1st 2010 5:28PM
I apologize if it's wrong to post this under a restoration post, but looking at the shaman preview, I can't help but notice the new version of Rockbiter Weapon:
Imbue the Shaman's weapon with the fury of the earth, increasing all threat generation by 30% and reducing damage taken by 5%. Lasts 30 minutes.
( Unleash Weapon : Unleashing this enchantment forces the target enemy to attack you for 5 sec. )
8% of base mana, Instant cast
If, say, an enhancement shaman puts this on both of his weapons, what he receives is 10% less damage with a bonus 60% threat. Added to this is the unleash weapon, which is essentially a taunt with a ten second cooldown. Does anyone else think that perhaps Blizzard is getting at something here?
It also occurs to me that should dual wield resto be viable in cataclysm, this might be a useful enchantment to have on your offhand for PvP.
SaintStryfe Jul 1st 2010 6:47PM
Not really. Low level ENH shaman should be able to tank very intro instances without a major problem, but I doubt this is any move toward allowing Shaman end-game tanking.
Renako Jul 1st 2010 6:59PM
I saw this too, it's interesting... Someone on EJ suggested that it might be for kiting/ranged tanking as opposed to the enhancement tanking some shamans were probably hoping for. Assuming the threat increase applies to spells as well, and unleash is a ranged ability. Stop letting hunters and warlocks have all the fun! :D
curzen Jul 1st 2010 7:05PM
on the other hand it's a bad design if you give a player the ability to tank at low levels and at a not well defined point during leveling he won't be able to tank anymore.
It's as if Blizzard doesn't know what to do with the class. At this point we still have residual tanking talents in the enhancement tree way back from classic. I wonder if they shouldn't just do as with druids and fully support tanking in the melee tree.
I'd welcome it, if anything this game seems to be continuously starved for tanks.
Alden Jul 1st 2010 7:44PM
I would so dust off my old enhance shammy if it meant I could tank.
That would be a happy surprise for me for cata.
Tarv Jul 1st 2010 7:53PM
Yes, this game could do with more tanks. I play a warrior as well as a shaman and I find that some people, usually at least one in every run I have tanked, have high standards for tanks and make tanking stressful by pulling by themselves or complaining about gear and whatnot, of which the former is unacceptable unless they can legitimately tank the mobs without dying and the latter shouldn't really matter as much unless you happen to get HoR or something higher-level.
Complaints aside, Blizzard seems to be more interested in making the current tanking classes better tanks by making it so that the tank is handling less mobs than they would be if some the mobs weren't CC'd (CC which Blizzard has said that they want used), and making it easier for a DPS of one of these classes to tank if they need to. Perhaps this change applies to the shaman class as well, I think an enhancement shaman could very well tank situationally, especially with this new enchantment and current abilities like Shamanistic Rage for reducing damage or Feral Spirit for healing yourself while your wolves take aggro.
Dee Jul 2nd 2010 12:07AM
Sorry to bust your bubble but GC has said that no, you won't be a tanking class....it's yet another gimmicky...I mean situational spell... Here is the forum post.
http://forums.worldofwarcraft.com/thread.html?topicId=25626345750&pageNo=1&sid=1
Renako Jul 2nd 2010 1:01AM
Also, something if I forgot to mention, Rockbiter got bumped up to the lvl 75 spell. Lava Burst is down to 34.
http://forums.worldofwarcraft.com/thread.html?topicId=25002290014&sid=2000
bob Jul 1st 2010 5:29PM
Yeesh, wow. That last trick, Telluric Currents, is quite the doozy, considering that Blizz has stated that they want healers to be thinking about their mana. Since you're going to be wearing the same gear as Ele shaman, your lighning will hit pretty hard, meaning that this could be significant in terms of mana regen.
It might add a fun mini-game to healing where one has to balance whether to: 1) heal now, burn mana, but not risk losing the players now, or 2) try to refill their mana bar by DPS'ing in order to be able to go all out on healing during a more damage intensive later portion of the fight, but risk being casting lightning when a one needs to be healing a group member.
If it weren't so deep in the Resto tree, I'd almost say that there might be some fun Elemental builds to try out to pick it up, since it should make lightning bolt a mana positive spell.
Tarv Jul 1st 2010 6:03PM
I agree, it would be an interesting talent to pick up. During slow parts of a fight, this may be an excellent way to replenish lots of mana quickly without having to blow Mana Tide. If the talent remains the way it is, I personally think it may be a strong contender for mana efficiency well into the expansion.
Brett Jul 1st 2010 6:58PM
Keep in mind though, with the higher health pools, Blizzard has said they don't want so much spiky up-and-down's on the tank's (or other's) health.
They said they want folks around the 50% range, not going from 100% to 0% in a few hits. So hopefully that will help allowing us to DPS some to get back mana?
JiBJUB Jul 1st 2010 5:30PM
Where be spirit link! /ragequit
Angus Jul 1st 2010 5:45PM
Yea, I'm not seeing this tree as all that strong.
Most of the talents are still "boring" talents. They took out the least boring talent that was a benefit to every spec (thundering strikes) but left +healing talents and things like concussion and convection...
I hope they decide to actually take the time required to make the tree a bit more fun or at least give us back thundering strikes.