Totem Talk: Questions, blue quotes and healing waves

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, we talked about the new shaman healing spell Healing Rain, a great new spell that is offering us a new option in our healing arsenal. While the visuals may be lackluster when not turned all the way up, the general response has been favorable to our new rain dance.
This week, I thought we would discuss some new information handed down by Ghostcrawler (Blizzard's lead system designer) about restoration shaman. I felt it would also be appropriate to talk about the other "new" heals we are getting in Cataclysm and how they affect our current toolbox. I am talking about Greater Healing Wave and Healing Wave. Cataclysm promises healers choice in the spells they cast, with appropriate consequences if they pick the wrong spell for the encounter. Understanding how these new spells function in relation to the other tools in our healing kit can make a big difference on the choices we make when deciding what heal to use.
Before we get into the meat of things here, I'd like to take a quick second and answer a reader question from last week's article that was then asked many times over through email and Twitter.
Bui:
If two were cast over an area but you left a "sweet spot" in the middle where they overlapped, would you get heals from both of the rains, or would the most powerful one override the other?
Well, I was able to get hold of one of my partners in crime to test this out in the beta. Currently, when two Healing Rains are cast together, any spots in which they overlap will indeed create a "sweet spot" in which the two effects also overlap. Here's a screenshot to show the proof. The 687 heal on the scrolling text is mine, where as the 555 heal is my partner's. I am in restoration spec, while he is in elemental spec. The other numbers are procs of Earthliving Weapon. You can see in the image how the two spells are overlapped, creating a brighter area where they intersect. Keep in mind that this could change at any time, as this is still a beta that is being updated constantly -- but as it stands right now, the spell is capable of stacking and you do not have to be restoration spec to use it. This means an enhancement shaman could in theory throw a Healing Rains down on top of melee in a raid, and a restoration shaman can layer it for extra healing effect. Personally, I would be surprised if this is left as is, because in a large raid group, the layering of this spell could be quite unbalancing. Don't get me wrong: I hope it stays like it is with the overlap ... I just don't find it likely.
Talent information
Ghostcrawler piped up to tell us a little bit more about our talents and address some concerns.
GhostcrawlerQuote:
Restorative Totems- Another poor talent that buffs totem usage. It is currently an outlier when compared to Blessing of Wisdom due to making a buff more effective than its counterpart. Hopefully scheduled to be scrapped, it will be very disappointing if it remains in any shape.
Restorative Totems- Another poor talent that buffs totem usage. It is currently an outlier when compared to Blessing of Wisdom due to making a buff more effective than its counterpart. Hopefully scheduled to be scrapped, it will be very disappointing if it remains in any shape.
Restorative Totems isn't long for the world. It's a poster child for the kind of talent we're trying to prune. We just haven't finalized a suitable replacement yet.
This is something that I am both looking forward to and dreading. Right now, Restorative Totems increases the effect of Mana Spring Totem by 20 percent and Healing Stream Totem by 50 percent. That actually counts for quite a bit, when you look at it. Right now, this talent allows MST to provide a decent steady stream of mana and HST to be a halfway decent HoT. Considering the intention to remove this talent, I can only hope that the effect of this talent will be rolled into the base spell and that if it is replaced, it will be replaced with something fun and exciting -- maybe even something that links spirits...
Quote:
I am hoping this one doesn't turn out to be mandatory. Blizzard added dps talents to healing trees to help the healers while they are either over-gearing an instances, or leveling. So hopefully, they stick to their guns on it and don't force us into this talent. The flaw I see in this talent is when we're in a situation where we burned through so much mana, there may not be an oppurtunity to stop casting heals.
I am hoping this one doesn't turn out to be mandatory. Blizzard added dps talents to healing trees to help the healers while they are either over-gearing an instances, or leveling. So hopefully, they stick to their guns on it and don't force us into this talent. The flaw I see in this talent is when we're in a situation where we burned through so much mana, there may not be an oppurtunity to stop casting heals.
We want Telluric Currents to be optional. It won't be an effective way to restore your mana, but it might make you feel less guilty about throwing out a Lightning Bolt in a world where mana is more precious.
This will likely come as a bit of relief to most people. The idea of having to DPS to heal was one that was not very well received. This tells us, though, that the developers look at it as an optional talent, not one that will be required for a healing shaman. That makes it a little less confusing, for sure. It will still be great for leveling as restoration in Cataclysm, and again, when you start to find yourself in situations where heals are covered and you want to help topple that last 1 percent on the boss without feeling too guilty about burning mana on DPS. After reading this, I feel a lot better about this talent.
Waves of a healing variety
With Cataclysm also comes a new healing spell and a rename of an old classic. One of the questions I've been asked quite a bit is how the various healing waves are changing in the expansion and how using each one feels when healing. Keep in mind this information is based on the beta, so it may change at any time. Also note that the totals given here are for the current level cap of 83 and are before any bonuses from talents or spellpower totals.
Lesser Healing Wave has long since been our quick heal. When Ulduar was released -- specifically, when players got to Razorscale -- it wasn't uncommon to see shaman stacking haste and ripping up the healing charts with Riptide and Lesser Healing Wave. In Wrath, it costs 15 percent of our base mana to cast, but in Cataclysm it jumps to 27 percent. That 12 percent increase is quite a bit of a jump, especially when mana consumption matters. At level 83, it heals for between 5,369 and 6,113, with a base cast time of 1.5 seconds. Spamming this spell will result in chewing through your mana very quickly; I have confirmed this many times over on the beta. So it is best used primarily when fast heals are absolutely necessary. It has become a situational heal.
Healing Wave is technically a new spell. While we have a spell of the current name, this one acts for us very much like a priest's Heal spell. It offers a similar but slightly lower-sized heal compared to LHW for a reduced mana cost and increased cast time. It clocks in at 6 percent of our base mana with a 3-second cast time before Healing Focus. At level 83, it heals for between 3,580 and 4,088. With the reduced cost and similar heal amounts, this has become a more of a utility, everyday style of healing spell. With haste levels being what they are in the endgame of Wrath, this becomes a much more efficient heal. I find myself using this quite a bit in the 5-man dungeons over LHW and even Chain Heal, and I find that, except for a few odd circumstances, I don't run out of mana and no one hovers dangerously close to death. This will be your bread and butter in smaller content until you find yourself in an environment where CH claims the spot as most efficient heal once again.
Greater Healing Wave is really Healing Wave from Wrath renamed for Cataclysm. It clocks in at a whopping 30 percent of your base mana and holds a 3-second cast time before talents. At level 83, it heals for between 7,159 and 8,177. This is one heck of a mana sink, and by that virtue alone it should be left until you really need a big heal to bring a player back up from the danger zone. I've found it best to use in combination with Nature's Swiftness for a fast top-off on the tank after I've either had to take my attention off of them to heal the rest of the group or to get a big fast heal on the tank after they've started a big pull and I've had to catch up to them. I can already see how that will also be useful when combined with Spiritwalker's Grace at level 85 in movement-heavy fights that require a big heal. You do not want to be spamming this heal, as you will run out of mana faster than if you were spamming LHW. In the upcoming beta client (build 12857), this spell will also have a chance to trigger Improved Water Shield to help recoup some of the mana spent on this big, expensive heal.
Chain Heal is also getting a bit of a boost in build 12857. The numeric range of the heal is being altered at maximum level. In the current build, it heals for a range of 2,967 to 3,389. In 12857, that range will be altered to a range of 3,111 to 3,245. The top end is lowered just a little bit, but the bottom end is brought up a little as well. This makes the healing totals a little more predictable and helps narrow down the average healing total. By shortening the range and increasing the minimum heal, this increases the average healing done by Chain Heal. This is potentially a very nice buff to an already amazing healing spell. Since it hasn't been implemented yet, though, I haven't had a chance to play around with this change.
All the waves have a distinct feel to the way they heal, and each combines well with Unleash Elements. They all have very distinct roles to play now, and depending on the encounter, you may need to ignore one in favor of another. Remember, picking the right tool for the right job counts for quite a bit now. As more dungeons are released and as we move closer to the level cap of 85 in later beta releases, we will see if these spells evolve further. Also keep in mind that this information is based off of that found in the beta, and is subject to change at any time.
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
Virus Aug 31st 2010 6:32PM
I found it! the oldest Wow.com post!
and i made a startling discovery, it has 0 comments posted! i was stoked! stoked i tell you! I was about to make the first post on the first post when i realized the problem... no "add your comments" section avalible.
no epic post for me..
:(
Kurrick Aug 31st 2010 6:34PM
So if mana costs are going up/down for various heals, and we're being warned that we'll have to pick and choose our heals carefully. Whats that say about stats on gear? Are we going to see our mana pools explode like we did in early BC and early Wrath respectively? or is it going to be a smaller growth as compared to expansions past?
Joe Perez Aug 31st 2010 6:54PM
Devs have said that we shouldn't expect our mana pools to be so much different than what they are in the Wrath end-game content. So far I'm seeing this in the beta. That said not all gear is in yet and we aren't quite at 85 yet, so we'll have to see what happens as the beta progresses. I'll be keeping you guys informed on anything in find to that regard.
Tom Aug 31st 2010 6:58PM
Hm, I thought the idea was:
Heal 1: Fast cast time, small heal, low h/m
Heal 2: Moderate cast time, moderate heal, moderate h/m
Heal 3: Slow cast time, large heal, high h/m
Priests would have Lesser Heal, Heal, and Greater Heal (Penance notwithstanding). Paladins would have Flash of Light, Holy Light, and Divine Light. Shamans would have Lesser Healing Wave, Healing Wave, and Greater Healing Wave.
Angus Aug 31st 2010 7:22PM
Nope.
fast/expensive/not super healing.
moderate/cheap/good healing.
slow/expensive/huge but not super efficient healing.
Using the big heal should not be a no brainer, and ignoring the other two for the efficient one will not be enough throughput. Fast heal spamming = OOM fast.
matt Aug 31st 2010 10:50PM
All healing classes have the something like the following
3s - big - inefficient*
3s - small - efficient*
1.5s - small - inefficient**
*3s heals are reduced to 2.5s by talents or specialization bonus
**druid's regrowth is currently a 2s cast
Sean Aug 31st 2010 7:29PM
This is turning into a very strange way to heal. Healing Wave and GHW have the same cast time, but the difference is the cost and the amount healed. Healing Wave will be the go to heal because of its low cost, but a 3 second cast? That seems like a lifetime when thinking in terms of Wrath healing.
I've seen Cata Beta footage of the new 5 mans that shows people dropping really fast, so this model doesn't really seem to fit the damage output.
Joe Perez Sep 1st 2010 2:15AM
The problem with the footage showing people dropping quickly isn't really an indicator on the state of the heals themselves. The 5 mans themselves require people to actually pay attention and to do things like CC mobs. Something that Wrath heroics has basically let people all but forget. Take for example a recent Stonecore run I was in. The tank refused to move from in front of flayer style mobs. The mobs had an attack that kept them stationary but did massive frontal damage. The tank took so much damage it was hard to keep up.
He dropped group and we got another tank that didn't "stand in the bad" and all of a sudden the healing load became much more manageable. There is a lot more personal accountability in the early 5 mans, so you can't really judge the heals based on that.
Also keep in mind that Healing Focus reduces the cast time of HW and GHW by .5 seconds, before haste. If you're sporting any amount of tier 10 gear you're likely to have enough haste to make that cast time low enough to be considered super efficient. But there are instances where a Quick heal like LHW will be preferable to HW. It's all situational and learning what tool is best for the job.
alpha5099 Aug 31st 2010 8:26PM
I'm definitely excited about the changes being made to Resto. I feel like we already have a pretty strong toolbox; maybe not as many spells as some of the other classes, but we get a lot out of them. It's nice to have different strategies based on the encounter and raid size. I get a lot out of Riptide and Lesser Healing Wave in 5- and 10-mans, with Healing Wave offering some nice opportunities. 25-man tends to be a little more monotonous, with pretty consistent Chain Heal spam in a lot of fights, but hopefully the addition of some of our new abilities will give us more options.
I'm fine with Restorative Totems getting the axe, so long as it doesn't end up being a nerf to our water totems. It would be nice to see the effect of RT made baseline, though I also wouldn't mind it becoming one of the innate spec bonuses of Resto, as there's something that feels right about the spec having the stronger Healing and Mana totems.
I'd also really love to see Improved Chain Heal disappear. It's such a stupid, boring talent. Either give it a little pizazz to make it more interesting to take, roll the CH buff into another better talent, or hell, just make Purification give CH that little extra oomph. I'm sure Blizzard is somewhat regretting saying that they're intention was to cull the boring talents, as they get that thrown in their face on so many talents, but ICH just seems to me to stick out like a sore thumb in a tree that has done a very good job of having very few of these non-interesting talents.
thebitterfig Aug 31st 2010 11:31PM
As far as restorative totems goes, the only problem with it is the Mana Spring part. Requiring a resto shaman for the imrpoved mana returns goes against everything which they've been building for in BTPNTC, buff homogenization, etc. On the other hand, that resto and only resto shaman get a buffed Healing Stream Totem is a great idea. I frankly wouldn't mind spending a few talent points on a HST buff, so long as the tree gives us enough toys overall and enough points to spend on them. Right now, it kinda looks like the tree works, able to get the full compliment of required PvE talents and still take afford the most obvious subspec talents.
It also might be time for a rethink on how Healing Stream works. Maybe it ought to be made more like Magma totem, with a more powerful effect and a shorter duration, rather than a weak but almost totally passive heal. of course, that steps even further on the toes of chain heal and healing rains, but it might work. with pushback protection coming in the shape of a new water totem, that would be the obvious go-to totem for those who don't have the mana to continually drop a short Healing Stream if the BWis-like-effect is covered by some other means. it'd need to last at least 20, preferably 30 or more so that you could drop it and be free to cast your other heals without worrying too much about keeping it up, but it might be a good idea to make the spell a choice rather than a default passive, basically. It would fit with the "healers should have to think about mana more often" paradigm, and it wouldn't be the end of the world for dps shaman to be unable to keep healing stream up. However, shadow priests still look like they're getting an entirely passive HST-like effect, so who knows.
Danny Sep 1st 2010 10:05AM
It does seem odd (still) to see "lesser" healing more than "normal" healing wave.
Monato Sep 1st 2010 12:02PM
I hope they don't eliminate the Healing Rain from Enh. We constantly hear that the reason dual role classes perform poorly in DPS is because we can heal or whatever, but in practice the 'duality' of our roles is not well realized because we have to expend so much extra effort to use it.
I would really look forward to casting a Healing Rain while under the boss' crotch, it'd make me appreciative of my 'duality'.