Totem Talk: Resto shaman healing in Throne of the Tides

Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. 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 host of the BDTU: Lore edition podcast
Well, the climb to 85 sure was a fun one, wasn't it? No matter what path you took to get there, if you're reading this, then you're ready to heal some folks and venture into the dungeons of Azeroth in pursuit of gear, fame and maybe a little rep.
Today, I'd like to start by talking about healing Throne of the Tides in Vashj'ir. This is one of the first instances you get a chance to enter in Cataclysm, and honestly, it's one you should definitely visit at max level on both regular and heroic modes. It's a wonderful instance visually, and it holds some very nice restoration shaman loot. It lets you, well, get your feet wet, so to speak, in the new world of healing. After all, Under the Sea, darling, it's better down where it's wetter, take it from me.
Well, the climb to 85 sure was a fun one, wasn't it? No matter what path you took to get there, if you're reading this, then you're ready to heal some folks and venture into the dungeons of Azeroth in pursuit of gear, fame and maybe a little rep.
Today, I'd like to start by talking about healing Throne of the Tides in Vashj'ir. This is one of the first instances you get a chance to enter in Cataclysm, and honestly, it's one you should definitely visit at max level on both regular and heroic modes. It's a wonderful instance visually, and it holds some very nice restoration shaman loot. It lets you, well, get your feet wet, so to speak, in the new world of healing. After all, Under the Sea, darling, it's better down where it's wetter, take it from me.
Lady Naz'jar
Lady Naz'jar is the first boss you face as you make your way through the underwater world.
In order to get to any of the other bosses in the zone, you will have to defeat her first. She's not a terribly difficult fight, but she is certainly an exercise in not standing in bad places. In normal mode, here is what you have to look forward to. Geyser is an ability that will randomly choose a player in the group. It will place a blue glowing circle beneath the player before it activates. When it does, it will deal around 25,000 frost damage to anyone on it and will cause a knockback. It will knock you high enough that you will take falling damage when you land. While players have much larger health pools now, it's still quite a bit of damage. As a healer, make sure that you avoid this, as it will disrupt your healing for the entire time that you're in the air. If an unsuspecting party member falls victim to it and lives, be sure to snap a quick Healing Surge on them to bring them back from the brink ASAP.
In heroic mode, there's simply no way that you can heal through this, and it will almost result in an instant kill every time, even if the victim happens to be a tank.
Fungal Spores will place a nice little disease on a random party member, dealing damage over a short period of time. Sadly, we can no longer cleanse diseases, so instead, you'll want to snap a quick Riptide on whoever receives it. In most cases, that will be enough to take the edge off of healing long enough for you to make sure the tank is solid before devoting a full, slower heal to the target.
The boss will go into a protective shield at 60 percent health and 30 percent health, which acts like a phase 2 for the boss. While encapsulated, she will do two things. First, she will summon three adds; two of them will be casters and one will be a melee mob. Second, she will cast Waterspout. This set of small, snaking blue lines will make its way toward players slowly, and when it reaches a person, it will put them into a water funnel and run them toward the walls. Anyone caught there will be unable to cast any spells and will be unable to be affected by any spells or abilities. It will deal damage to anyone caught inside, so when you see someone get picked up, be sure to ready a quick heal for them when they become free. With the adds, make sure to ready a Hex just in case it's needed. Making sure the casters aren't just running willy-nilly can help cut your healing load down quite a bit.
Try to avoid using Healing Rain during this fight. Believe it or not, it has the potential to obscure both geyser and waterspout, as they are all the same color of glowing blue.
For your efforts, you get a change to pick up a Periwinkle Cloak (normal / heroic).
Commander Ulthok
This tentacle-faced general is a fairly straightforward fight. He will spawn as soon as you have downed the lady and triggered her pipe organ. Curse of Fatigue will reduce movement and haste by 50 percent. The good news is that this is quite literally a curse, so you can use Cleanse Spirit to get rid of it. If you've picked up points in Cleansing Waters, you'll even get a "free" heal when you purge the curse. It is very important that you remove this as soon as you can so that players can move away from Dark Fissure. The boss will smash his hand on the ground, dealing a sizeable amount of damage to anyone it catches. It will then leave a fissure on the ground that will continue to deal damage. Making sure players can move away from it will help keep your healing low.
The good commander will also periodically grab a player and and give him a good Squeeze. In normal mode, this will cause 5,000 shadow damage every second for 6 seconds, while in heroic it will cause 12,500 shadow damage per second. Needless to say, when a player becomes gripped, he or she becomes the priority. Put riptide on him and make sure you use Unleash Elements in order to charge up your heals. Stick with Healing Wave on the target and use Healing Surge if you need a fast heal. Nature's Swiftness with a Greater Healing Wave is also useful if a player gets dangerously low on health.
Ulthok does also have an Enrage, so be sure to be ready for that with quick, efficient healing on the tank.
Once he's down, you can look forward to Chromis Chestpiece (normal / heroic).
Erunak Stonespeaker and Mindbender Ghur'shat

It would seem our poor friend Erunak Stonespeaker has been mind-controlled, and it is our job to free him from his malady. This fight has two phases, one in which he is mind-controlled and a second in which you face the mind bender alone.
Stonespeaker is a shaman of earth and fire, so you get to look forward to a few nasty surprises. Lava Bolt will target a random member of the party dealing around 20,000 damage on normal and 50,000 on heroic. Be mindful of the target, and make sure you give him some TLC when he gets blasted. Magma Splash is a high-damage, frontal cone attack that in theory should only be hitting the tank. A fast Chain Heal can go a long way to make sure any stragglers don't die right away.
Stonespeaker also casts Earth Shards, which will hurl a line of spikes towards a player. It's another ability that can be easily avoided by players, but having a healing surge primed in case someone gets caught isn't a horrible idea.
At 50 percent, phase 2 begins, and Mindbender will detach himself from Stonespeaker. The mind squid will Enslave a random member of the party for 30 seconds on normal and 60 seconds on heroic. He will take control of the random player until the spell runs its course or the player reaches 50 percent health. Since the player will be taking a large chunk of damage, be sure to have some heals ready when the squid starts to float again.
As he's swimming around and before he attaches himself, the Mindbender will occasionally drop Mind Fog. This will create a cloud around him that will stop anyone inside it from casting any spells. It is absolutely imperative that you move out of this as soon as possible. He will also cast Unrelenting Agony, which is his version of Mind Flay. Lay down a healing rain and make sure you have chain heal ready to catch everyone affected by the ability. Since there will be a lot of movement in this phase, Spiritwalker's Grace is a great tool to keep the heals going while moving into position.
Sadly, he doesn't have much healer-specific loot, but you can always reforge Anthia's Ring (normal / heroic).
Ozumat
This is an event that is triggered by talking to Neptulon. The players are tasked with helping the cleansing of the waters.
In phase 1, adds will begin to spawn. There will be murlocs, small faceless
and large faceless. This phase is very easy to heal, but you should stick to Healing Wave as much as possible in order to conserve mana for the other phases. Be mindful of the big AoE damage that the large faceless will do. A well positioned healing rain combined with a Healing Stream Totem can provide enough passive healing to bring the party up while you regen mana. Phase 2 has pools of black evilness spawning. Make sure you do not stand in these void zones, and again, attempt to conserve mana as much as possible for the next phase.
In phase 3, things get very hectic. Once all the sappers are killed, everybody will grow to huge size, getting a massive health and DPS buff. Those pools of death from phase 2 will coat the entire floor and begin dealing damage in an escalating manner the longer the fight takes. At this point, it's a DPS race, and it is the time to blow all of your cooldowns. Keep Healing Rain down with Healing Stream totem, gather up the party and start pumping Chain Heals. Make use of Hero-Lust at this point, and keep going until the giant octopus is dead. Do as much as you can to keep the DPS up for as long as you can, and make use of every heal you can.
Once the giant octopus is dead, you can open Neptulon's Cache. Inside you can find the following items:
Pipefish Chord (normal / heroic)
Sea Star (normal / heroic)
Bioluminescent Lamp (normal / heroic)
This is a very fun instance to heal and has some very solid healing rewards. The various fights are a good warm-up for the other instances that follow, and you get a chance to explore your new spells.
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
Elmo Dec 21st 2010 3:14PM
I only picked up healing this week and so far I managed to clear 2 heroics (pugs) (Tolvir and DM) as a Healer.
sometimes I feel there is too much damage all around to heal and people start to die because of lack of Mana and time, events like this: P2 of the 1st boss in SFK (h), the Dark Phoenix phase on 3rd boss Tol'vir City and the 2nd boss in Grim Batol especially when he uses his shield.
is that fail from my partymembers (aka do more DPS) or is there a good way to outheal it.
CH seems weak and people tend to be too spread out for Rain.
Help a dps who wants to avoid long queue's please!
Serrath Dec 21st 2010 3:39PM
You're going to find that there are multiple "healer checks" in the Cataclysm heroics. One of the mechanics you mentioned was the shield phase for the 2nd boss in Grim Batol. The shield's breath damage is avoidable and you and your dps should be stacked pretty close to the boss. Run through his legs to hide behind him to avoid that damage. As for the arrows, you will need to heal through this. Your efficient heal combined with passive healings (healing rain and totem for shaman) will be excellent here.
The first boss in SFK you're actually not meant to heal through that ability. It will reduce EVERYONE in the party to 1hp, regardless of how much they had at the start of the ability. This is very important because you know that you do not need to heal your party to full (and doing so is a good way to go oom early). Land an instant cast heal followed by a quick heal on your tank and then proceed to get the rest of your party above 20k hp. Make sure to ask your dps/tank to utilize their spell interrupts to help you on mitigating party damage. (And if you have a nice shadow priest it's always nice when they shield the tank at the end of that ability to give you some breathing room!)
Nopunin10did Dec 21st 2010 3:47PM
Don't chain heal right now. I think it's going to take a lot of Intellect (and possibly a buff or two from Blizzard) for chain heal to be worth its casting time and mana cost.
If people are too spread out for Healing Rain, you need to address that with them before the fight. If it's not impossible, ask them to cluster in when healing rain is cast.
As for mana problems, have you poked around with Reforging? Your two mana sources are Spirit and Crit (as long as you talented for the improved water shield). Reforging is a cheap way to make sure your gear can provide the stats you need.
If you're still having mana issues, I suggest you look into Telluric Currents. It's a talent that lets you lightningbolt for mana regen. Combined with the talent that reduces LB's mana cost, I've found that I speed up my mana regen considerably by spamming LB when the rest of the group's health levels are still tolerable.
Firestyle Dec 21st 2010 4:29PM
Chain heal is not a particularly useful spell. It really is only useful as a spell of last resort AFTER you've already cast healing rain. I have to use it on some encountersin Bastion of Twighlight, glyphed of course, where I know it will hit 4 targets.
The spell was overnerfed in my opinion.
jcompguy Dec 21st 2010 4:43PM
Here's a neat trick, that Blizzard probably never intended to work, you can try if you're unhappy with how shaman are currently healing.
Only use riptide, unleash elements, and healing surge to heal. Only cast healing surge if your target is missing ~25k or more HP, and only cast it if you have tidal waves up. Also, the stat priority for gems and reforging is: Int > Spirit = Crit. Haste becomes a wasted stat since you're heals are either instant or already fast and it doesn't make your heals any bigger or give you more mana regen.
This style actually works VERY well because of all the crit related talents we have. A crit not only gives you a bigger, and therefore more efficient heal, but it also has a 60% chance to proc a water shield orb, heals the lowest hp person for around 8k, and gives the target a 10% damage reduction buff.
I've used it in almost every heroic (haven't gotten them all yet from random) with good tanks, bad tanks, good dps, bad dps, knowing the fights, not knowing the fights, and always with the same results. I never go oom, I never feel like I'm getting behind on group healing, and everyone always says I'm the best healer they've grouped with so far.
Give it a try and see if you have the same results. Just remember to ONLY heal when you have tidal waves up and your target won't be overhealed.
Nina Katarina Dec 21st 2010 3:16PM
That's a great rundown of the boss pulls, but I seem to recall a lot of the trash pulls in this instance are nontrivial. Any hints for those corridors?
Ikarus Dec 21st 2010 4:02PM
I know a tough bit for adds are the purple water elements in the hallway leading to Stonespeaker. Ask the dps to interrupt "Swell" that the large elementals cast. I high recommend this especially on Heroic.
Serrath Dec 21st 2010 4:18PM
To simplify those elementals purge their buff (or ask a mage to spell steal it and watch them DOMINATE the hallway).
Dark Jaguar Dec 21st 2010 3:18PM
How exactly do you do the "normal" mode of this dungeon at 85? You can't queue up for either this one or Blackrock Caverns normal at 85 (much to my annoyance), so you're limited to your friends and guild mates travelling all the way out there.
I remember reading that this was "hotfixed" but I've yet to actually see it solved as I still can't select it.
Randy Dec 21st 2010 3:32PM
I can't specifically select it for queue but I am still getting it on Randoms for pugs and guild runs.
Serrath Dec 21st 2010 3:43PM
The old way. Walk to the instance with your group. :P
loop_not_defined Dec 21st 2010 4:20PM
I believe the problem is that Blizzard was able to hotfix the random queue portion, but making it selectable will require an actual patch. Don't quote me on that.
Kinda like spells/abilities, they can hotfix various aspects of an ability (damage/healing numbers, bugs, exploits), but they cannot correct UI elements (tooltips) until an actual patch.
loop_not_defined Dec 21st 2010 4:21PM
Ugh...I replied to Dark Jaguar's issue above. Didn't post it properly...
Elementally Dec 21st 2010 4:45PM
I found while doing this on Normal at Level 81 as a Resto Shaman, the only way I could actually lose mana was by spamming Greater Healing Wave. From this, I take it that most of the new healing changes don't come into play until 85. Did manage to get the first 2 loots though in 1 run >_>
nemo Dec 21st 2010 5:57PM
you dont have conserve mana for phase 3 because u regain mana and your mana regen becomes very insane all you have to do is pump out your fasts heal and heal people but its dps role to down boss before the stack gets too high
Jerodar Dec 22nd 2010 8:13AM
Don't forget our own interrupt, Wind Shear!
Most of the time it's the cheapest "heal" we have available, and I noticed it doesn't miss all that often. Since I'm using grid+clique I can always have the enemy targeted to watch for what it is doing, and with a nice /stopcasting macro I can instantly interrupt while needed.
Boobah Dec 22nd 2010 1:35AM
THIS. Especially on Lady Naz'jar. Shock Blast does 140k+ damage and will generally one shot a heroic tank unless they are both at full health and a nature resist aura is in effect. There is nothing more important than trying to interrupt this thing, and using it on trash casters makes them that much easier for the tank to position.
And Purge; the mindbender has a self buff that turns spell damage into three times that in healing; since it's a magic debuff, it's purgeable and will significantly speed the fight up (especially with DPS that isn't paying attention as they should or can't stop magic damage on a dime).
Unless you specifically gear or talent for it, your CC won't be a hundred percent reliable. It's still way better than leaving the mobs free to kill people.
xakari Dec 22nd 2010 1:51AM
good read. i just switched my off spec to resto today, so we can have a back up healer for our five man group.
aramis Dec 22nd 2010 6:40AM
As a resto druid, I actually enjoyed the info from this post.
I can say that Throne is probably one of the easier of the instances to first jump into on heroics because it has a lot of the mechanics you'll see challenge you in other dungeons, but on a manageable scale.
For example:
-Avoidable burst damage as seen by Lady V's shock blast where as a healer, your most efficient "heal" is an interrupt (wind shear in the case of shaman).
-Movement fight as seen by Ulthok where simply starting in one end of the room and making a full circle while staying on the move, making efficient use of your efficient heals-then-go abilities
-Using CC as damage mitigation on adds (for both Lady V and Ozumat)
-and of course, steady but increasing AOE tick damage that requires you to burn all your cooldowns to ensure that at least ONE person stays alive to finish out the fight (Phase 3 Ozumat)
Also remember, I know we're also about mana efficiency across the board as healers, but sometimes, throwing in a dps spell to help out instead of not healing when no one needs a heal, is also making the best use of your mana, and ultimately your time. As a resto druid, I love throwing up my DoTs and just refreshing them when I can.
And one other thing I've noticed...some bosses run in three phases where the third phase is a nailbiter. And a lot of the times, I've noticed this is the phase where Army of the Dead, Earth Elementals, Ghost Wolves, and Tenacity Pets get thrown out to the boss. While in Wrath, this would have been grounds for a vote kick (at least where Army was concerned), this actually helps! Remember, when Army ghouls taunt off the tank and the boss is turning around stupid for a minute, that's damage your tank is not taking! This is the minute where you can catch up if you can. However, throwing out adds is definitely group coordinated, but my experience so far is that it's helped everytime during those final phases.