Totem Talk: Head of shaman healing for a day

We've spent the last couple of weeks going over the history of the restoration shaman, dating back from the days of vanilla WoW all the way up through Cataclysm. I feel that no matter what your current stance is on shaman healing, we can all agree that it has been one roller coaster ride from then until now.
I'm an amateur game designer currently working on my own little indie game. Whether or not it will see the light of day is a topic for another day, but needless to say, things like class balance and character design are always of interest to me. With that in mind, I did pose a question for the last two weeks. It seemed like a simple question, but the answers I received were incredibly well thought-out. It made it hard to choose just a few for this week's article, and it may wind up making into a second part later on. Let's see what you, the readers, would propose for class changes to restoration shaman if you were head honcho for a day.
Many great ideas start with just a spark
This first batch comes from Vornado, who had so many great ideas I kept coming back to this email. It was hard to just choose a couple of ideas, but here are a couple I'd like to highlight.
1. Modify focused insight or unleash elements to supercharge chain heal into a 6 target chain heal with last 2 targets receiving healing equal to the third target. Add a 15-45s CD.
Chain heal has always been the signature spell of shammy healing. But in the current expansion I find myself rarely using it. As you explained, larger boss areas and more spread phases really diminish the use of chain heal. Also, healing rain is often a better choice when grouping is possible. The result is a signature spell falling by the wayside. This is a bad thing since so many talents and glyphs are linked to this longtime workhorse.
Obviously, the imbalance between chain heal's usefulness in 10 and 25 man makes reconfiguration difficult. But the supercharge option is one idea. Shaman already have 2 options for supercharging their next direct heal. Unleash elements and focused insight are both based on the premise of rewarding a healer who knows a big damage spike is coming and allowing him to supercharge a heal in advance. So why not allow the wise shaman to supercharge a chain heal for those known AOE healing spikes. This would also provide a sort of mini-CD ability for shammies, who are definitely lagging in this department.
2. Have telluric current talent also hit cap lightening bolt.
I am a big fan of the new direction of working in a few DPS spells into healing rotations. As a disc priest I am a HUGE fan of atonement healing. It allows a totally new style of healing. Plus a 7k DPS atonement priest provides a nice dps/healer hybrid when you are bordering between progression and farm.
The telluric current model also implements healer DPS nicely. Using lightening bolts as a mana return mechanism gives us regen flexibility and allows us to benefit from DPS boosting damage phases (Magmaw, Halfus, & Alysrazor come to mind). But atonement priests get a hit cap glyph. Shammy healers get stuck praying to the RNG gods that they haven't just wasted a cast late in a crucial fight. Giving hit cap for lightening bolt is a simple fix.
A couple of fine ideas highlighting a few of our weak points. With our recent four-piece tier 12 bonus allowing Chain Heal to bounce without worry of consuming Riptide, it seems odd that CH is considered such a situational heal. The idea of allowing us to control a boost to CH intrigues me, especially when considering that Focused Insight can be used to supercharge Healing Rain. While FI will boost Chain Heal, it still has more potential to help out and give us a little boost with competitive healing. Maybe have it reduce the amount of healing lost between jumps or having it push an extra target when active. It could even be done with a glyph. The only potential problem is how it will eventually scale. Later, as our numbers for intellect and spellpower go up, that could become quite troubling. Still, a solid idea if it could be implemented right.
I was also very intrigued by the idea of a glyph or talent adding hit to Telluric Currents. In some circumstances, it can be a must-have for mana regeneration and on fights like Magmaw and Alysrazor with the amounts of raid damage and built-in recovery phases. There are quite a few fights where you can squeeze off those Lightning Bolts for mana regeneration, and the idea of having something that gives you a little hit to help make sure those LBs land is something I'd love to see. I've personally had a few chains of misses that have just left me having wasted mana trying to gain mana. TC is deep enough in the tree that an elemental shaman can't double dip into the pool for extra hit, and it could be balanced in a way that doesn't break the game. I think this could be an idea well worth researching.
Vornado had many other awesome ideas, and seriously thank you for sharing them with me!
Redesigning Spirit Link Totem
This topic is something I actually got quite a bit of comments, DMs and emails about this one. Out of all the suggestions received though, here's the one I received the most frequently.
The idea of removing the totem requirement from Spirit Link Totem is something of a recurring theme. Some folks think that the idea of having it linked to a totem can be quite limiting for the spell and in many fights can result in its not being quite as useful as other defensive cooldowns like Hand of Sacrifice. Especially on fights where things have Cleaves, or getting grouped up or in general range of the boss is a bad idea, it can be difficult to make use of the totem, especially at this tier.I would remove the totem requirement on spirit link and have it either emanate from the caster, or have it be cast-able on someone else and have it emanate from them.
I like the idea of having it radiate off of someone you pick while maintaining the same result, but that might wind up too close to the original concept and could be quite a bit hard to balance. Having it emanate from the caster I think could be a fantastic idea, but this would certainly cause the cooldown to be favored over other stationary cooldowns like Power Word: Barrier. Still, though, the idea of removing the totem restriction is certainly an enticing one.
Lodur's idea for change
My biggest problem is the lack of a personal cooldown or ability that allows us a pickup in throughput for a few seconds to handle some of the fights with periods of large burst. There are a ton of fights where we just have to work that much harder to keep up with burst damage, and while we have some tools, other classes seem to pull ahead on these fights. I'm thinking something like a glyph of Spirit Link Totem. The glyph would increase the healing done to everyone inside the totem's effect by 10%.
It might not sound like a lot, but that can certainly help out. The only downside is that it could potentially unbalance the spell. That said, it still has a 3-minute cooldown, so it has the potential to be balanced based around the cooldown alone. Maybe 10% is a bit much for the glyph, but something like that would be nice.
My second idea is to attach an additional boost to Spiritwalker's Grace. This could also be done through a glyph or potentially a tweak to a talent like Ancestral Swiftness. It could increase haste by an additional percentage for the 15 seconds that the spell is active. It already operates on a 2-minute cooldown, and it could add a lot of additional functionality to the spell. Right now, there are some fights where we don't have to use it at all. Alysrazor already gives us the ability to move and cast while under the effects of her feathers, so pretty much throughout the entire fight, the spell can be almost forgotten. It would give us another tool to help deal with burst damage and make sure that we aren't in a fight where an ability simply goes unused.
So what do you think? What would you present as a possible restoration shaman change if put in charge for a day?
Now these aren't perfect ideas, and they are ones that could be fleshed out better or presented much better. I am far from a professional game designer, but these are the ideas I would likely present if I was in charge for a day.
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
Revynn Sep 6th 2011 3:45PM
I never thought about it since I don't heal in progression raids, mostly just 5-man's and nerfed old content, but I'm kinda surprised that we don't have the +hit talent built in already. I know Holy Paladins have a +Hit talent already so their judgements hit.
Sally Bowls Sep 6th 2011 3:45PM
I became a Shaman because of totems. I now loathe them and consider them a burden other healer don't have to drag around like Marley's chains. So yes to correcting the implementation of Spirit Link being a totem not a spell. I would also dramatically increase the range of all totems.
I think the devs should spend more times doing 5s with a resto shaman. My experience in 25s is HR and CH work OK. OTOH, I go into a PUG five man and am sad. Being a decent 25-man raid healer is not a great niche; especially since unlike LK pally tank healers we are not spectacular 25 raid healers just competitive. IDK, perhaps a reduced cd on riptide? But something. What I really want is a much longer jump range on CH but doubt that will happen.
Xotzalqual Sep 6th 2011 4:21PM
About Spirit Link Totem:
I think this ability is very useful, however, the fact that I have to run up near the tank then drop it makes it difficult to use as an "oh crud" last second save button (a la lay on hands); therefore I end up using my big instant heal instead and often forego the totem all together. Personally I think it would be a lot more useful if the thing could be thrown near the target you've set focus on (which as the healer in the party more often than not is the tank).
Catalyst Sep 6th 2011 4:25PM
Retool mastery! I hate that it is most efficient when my target is nearly dead. With 200% crits now, from my experience it feels like stacking crit is a better route than mastery.
serialjoepsycho3 Sep 6th 2011 5:10PM
Well go ahead and stack crit or quit chasing green bars and concentrate more on keeping people alive.
Catalyst Sep 6th 2011 5:40PM
I keep people alive just fine. It's stupid that my mastery stat is situational at best, and pointless when people aren't dying.
How about commenting to my comment with something constructive and not about my perceived lack of ability to heal?
Matthew Sep 6th 2011 6:09PM
Hi Cat,
I think our mastery is actually better than other healing classes- because of how it inflates and it happens *when* you need it.
When people are low in health, it's nice to have our spells be super strong. If they are at 70%+, it's not really essential.
I bring that up because other classes have an across the board feel to it, whereas we truly benefit when we need it. (at the expense of it doing nothing when we don't)
In a way, it's like the way a troll's berserk used to be (more at lower hp).
Also, I wanted to share with you a perspective you may or may not engage in - PvP.
MASTERY IS SOOOOOOOOO COOL FOR SHAMANS IN PVP!
When I'm taking a beating, I'm actually stronger, and harder to kill. And with it affecting the healing stream totem AND earth shield, it's awesome.
*granted all it takes is a warrior or one of many classes to lock me out of nature spells grrr but thats a different story*
Shaman Mastery is like an Air Bag. But I compare it to other classes padded seats. Sure, it might be an easier ride with nice upholstry, but push comes to shove, we shine.
serialjoepsycho3 Sep 6th 2011 5:08PM
Wow man Really? A six target chain heal off FI is what impresses you? We have this problem and to fix that problem that you admit we have you suggest a change that will effect that problem in no way what so ever. If it won't hit two or more targets half the time adding a 6 target will do nothing.
SLT- "emanate from the caster" would be a waste of time to make this change. If the Cd was longer you would get a big benefit.
Why the tiny changes anyway? Shaman always suggest a little change to a spell to make it more powerful but nothing on the level of what other classes may have. They are so scared to suggest something like making SLT raid wide or give a 30 yard range or something to that effect. Something that would guarantee a large number of people would always be in it. The thought is that would be op. It would be on the level of a tranquility not any more so op. The shaman doesn't have to be gimped as a requirement to be a good healer. RNG, minibuffs, and perfect use of GCD is what is required to keep up with spell spamming druids.
EaterOfBirds Sep 6th 2011 5:39PM
a buff to SWG would be nice as enhancement and even elemental dont need it much as it is, and plenty of other classes have a load of cds. nothing crazy though. and unyoke fire and earth elemental from totems as well as spirit link too while your at it, I love having totems but using them for big cooldowns like that is just lame and clumsy as hell.
Dulwaithe Sep 6th 2011 5:55PM
Honestly shamans have one of the best masteries for hardmode Firelands raiding. An increase in healing when my target really needs it is exactly what I'm looking for healing-wise. One nit-pick with the article in general in regards to Alysrazor, TC is certainly not needed in this fight as every healer gets 10% mana back from damaging attacks during the recharge phase.
Malenx Sep 6th 2011 5:55PM
I think they should give us the ability to throw our totems.
Hunters get trap launcher, we should be able to toss our totems as well.
Hit the spell, you click on the ground where you want your totem. When you click again, your character throws the trap to that location. If you hit your drop all totems bind / spell, then it throws them all at once.
Also, when we throw totems, if we are standing within range of our current totems, we get those recalled automatically for the same mana regen that we would have if we recalled.
Malenx Sep 6th 2011 5:58PM
To clarify, you hit your toss totems spell and click where you want to toss it, any time you drop a totem within the next 15 seconds, it's tossed into that location. Hitting toss again before dropping a totem resets the cooldown of the toss spell and removes it.
Shammytime Sep 6th 2011 7:32PM
I personally like the idea of spirit link totem being...well a totem since it keeps with shaman flavor that blizzard has implemented.
But, from a functional stand point, I would prefer if the cooldown functioned more like the disc priests barrier. Being able to place the ability where and when it is needed without necessarily having the shaman move to the target location. I would not personally want a "Totem Launcher" but having one ability...on a lengthy cooldown place the totem at range seems feasible.
Kittens Sep 7th 2011 4:38AM
I'd love to see some hit added to our Lightning Bolt through a glyph or talent ^_^ I have a little disc priest running around as well, and Smite healing and then popping my wings, all the while outdpsing the dps is an insanely fun style of healing! When I first started dragging him through dungeons it certainly changed my view on Telluric Currents, which I initially looked at grumbling that 'I am a healer not a dps, huff puff!'. Now it is easily one of my favorite abilities, and I would never go without it.
I hope Blizz implements this one day, though they might also just say we can do that now through speccing into Elemental Precision.. which requires us to sacrifice far too many other talent points atm imo.
The fights you give as an example where we would need it might not be the best ones though, for example Magmaw himself already provides you with such a boost to your LB in his 'lying-on-the-floor-flailing' phase that it doesn't really matter if you miss a few times. The mana return is big enough to easily pump yourself back to full mana with time to spare, and no one should need much healing in that time either so you can just spam your LB like there's no tomorrow.
Also... I do hope Vornado meant 'Lightning Bolt' and not really "Lightening Bolt', which sounds more like something bloodelfs would use after a tanning session gone wrong.. :P Hehehe ^_*
mikegeries Sep 7th 2011 3:37PM
How about a "totem toss" ability?Somrthing like the hunter trap flinger that would allow the shaman to drop a totem at a distance.
Another idea for chain heal would be a glyph that restricts the number of jumps from chain heal to one jump to the most badly injured party member, but removes, or greatly increases the distance that jump can make. With that option, healimg rain is the go to when the party is grouped close and chain heal for when they are spread out