Totem Talk: Restoration tier 13 set bonuses and Firelands nerf
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, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and co-host of the For the Lore and Raid Warning podcasts), shows you how.
So last week, we talked about the aesthetics of the shaman tier 13 set. It is a pretty good-looking set overall, and it was very nice to hear what the community had to say about it as a whole. You guys certainly offered quite a bit of insight into how you view the set. We also took some time to make some speculative guesses as to what we might see in the next patch in regards to shaman healing and even discussed how the developers looked at healing as a whole.
Another week has come and gone, and it certainly has been full of excitement. We got our first glimpses of the restoration shaman two- and four-piece set bonuses for tier 13, and I thought we could take a moment today to talk about that as well as what the current tweaks to the Firelands raids mean for you as a restoration shaman.
Oh, and in case you didn't see in Sunday's The Queue, that handsome dwarf shaman on the playing card is yours truly. I'll freely admit that I squeed a bit when I saw that arrive in my inbox.
All hail the nerf bat!
It's been one week since the nerf bat has fallen on the Firelands. The once-glorious and challenging home of the firelord has been diminished. In normal difficulty, Shannox, Beth'tilac and Rhyolith have had their health and damage reduced by 15%; all other bosses have been reduced in health by 25%. In heroic difficulty, boss health and damage has been reduced by 15% with the exception of Ragnaros himself, who's untouched in heroic difficulty. Adds have had their health and damage reduced by the same proportions as bosses, and Alysrazor's tornadoes move much more slowly than they did before. Guilds and raids have been blowing through the content, finishing 7/7 normal and pushing through hard modes.
What does this mean for a raiding restoration shaman?
I've received a lot of email about this in the past week and many comments on Twitter as to how our healing brethren have been faring after the nerf. To be honest, a nerf like this is going to hit all healers because of the general rule that players will be taking less damage overall. For resto shaman, this means that with people taking less damage and avoiding more boss abilities, our mastery will have a little bit less of a chance to kick in. Higher health totals for longer periods of time simply reduce the effectiveness of our mastery. Not that it will become unuseful or anything of the sort -- but at least for normal modes, you'll feel the bite a little bit.
Don't be discouraged by reduced numbers that you may see. I assure you it gets better in heroic modes. Overall, it just means you'll have to work a little bit harder until the next tier comes out to make sure you're getting your heals out. Watch Riptide cooldowns, and make sure you're using it on every cooldown. Drop some mastery for some other stats if you need to like haste, spirit or crit. Basically, the best advice I can give you is hang in there for just a little bit more; the next tier shouldn't be too far off, and heroic modes will still pose a challenge. Remember, someone will always stand in the fire.
Set bonuses galore!
This past week we also got some good news, namely, the naming of the tier 13 set bonuses. So what are they? Well, let's take a look.
Zarhym - Patch 4.3: Tier 13 set bonuses
Now I know that this is still in the talking stages -- the PTR hasn't quite gone up yet with the set bonuses, and nothing is set in stone until the developers at Blizzard say so -- but I can't help but look at these and start to think about how they will work for us. The restoration two-piece is interesting. Essentially, it turns our Mana Tide Totem into an on-use trinket with a 3-minute cooldown. It's like having a Jaws of Defeat that, whenever you try to regain mana, gives you 15 seconds of purely reduced healing spell costs by 25%. Honestly that's a pretty hefty chunk of mana to have your heals reduced by.
What I like about it is that it rewards players for using it more aggressively as well, and I have a feeling in the next tier of raiding we'll have to. The tier 13 raid, from everything we've heard about it so far, seems to carry a promise of epic scale combat and increased raid damage. The Deathwing fight alone sounds like it's going to be quite lengthy, and we'll likely have to utilize our totem just a bit more. Having that extra ability is quite nice indeed, and I think it will serve us quite well.
The restoration four-piece bonus is something I'm incredibly excited about. It looks awfully familiar though, doesn't it? A few weeks ago, we offered answers to a question about what you would do if you were in charge of the shaman class for a day, what you the readers would have changed or chosen to address with the healing shaman. I also offered up my own suggestions, one of which was tying an extra bonus in to Spiritwalker's Grace. Sadly, in tier 12 raids, it is a spell that is woefully underused. Fights like Alysrazor give you the ability to cast and move as part of the mechanics, and others give you the opportunity to minimize moving.
Having an extra bonus associated with the spell means that it will see a lot more use. The four-piece bonus that is proposed here is quite simply awesome. It turns our ability into not just something to use on fights where you have to move and heal, but something we can pop every time we need an additional spot of haste. The ability currently is still on a 2-minute cooldown, and there's been no mention of changing that quite yet. 30% pure haste is a rather large amount and something that I think will help us deal with a lot of burst damage and let us turn up the healing output when we need to.
Personally, I hope these remain our set bonuses. I think that they will be really awesome in the next tier of raiding and will go a long way to helping us out. Having two of our key abilities get a little extra boost might not seem like much, but reduced healing cost and extra haste can add up and will help even when transitioning from normal to heroic modes.
What do you think about them? Do you love them or hate them? If you could pick your own two- or four-piece set bonus, what would you choose?
Totem Talk: Restoration lets you Ask a Shaman about the tricks of the trade. We'll introduce you to the very latest pre-raid gear and show you how to manage your cooldowns. Happy healing, and may your mana be plentiful!
So last week, we talked about the aesthetics of the shaman tier 13 set. It is a pretty good-looking set overall, and it was very nice to hear what the community had to say about it as a whole. You guys certainly offered quite a bit of insight into how you view the set. We also took some time to make some speculative guesses as to what we might see in the next patch in regards to shaman healing and even discussed how the developers looked at healing as a whole.
Another week has come and gone, and it certainly has been full of excitement. We got our first glimpses of the restoration shaman two- and four-piece set bonuses for tier 13, and I thought we could take a moment today to talk about that as well as what the current tweaks to the Firelands raids mean for you as a restoration shaman.
Oh, and in case you didn't see in Sunday's The Queue, that handsome dwarf shaman on the playing card is yours truly. I'll freely admit that I squeed a bit when I saw that arrive in my inbox.
All hail the nerf bat!
It's been one week since the nerf bat has fallen on the Firelands. The once-glorious and challenging home of the firelord has been diminished. In normal difficulty, Shannox, Beth'tilac and Rhyolith have had their health and damage reduced by 15%; all other bosses have been reduced in health by 25%. In heroic difficulty, boss health and damage has been reduced by 15% with the exception of Ragnaros himself, who's untouched in heroic difficulty. Adds have had their health and damage reduced by the same proportions as bosses, and Alysrazor's tornadoes move much more slowly than they did before. Guilds and raids have been blowing through the content, finishing 7/7 normal and pushing through hard modes.
What does this mean for a raiding restoration shaman?
I've received a lot of email about this in the past week and many comments on Twitter as to how our healing brethren have been faring after the nerf. To be honest, a nerf like this is going to hit all healers because of the general rule that players will be taking less damage overall. For resto shaman, this means that with people taking less damage and avoiding more boss abilities, our mastery will have a little bit less of a chance to kick in. Higher health totals for longer periods of time simply reduce the effectiveness of our mastery. Not that it will become unuseful or anything of the sort -- but at least for normal modes, you'll feel the bite a little bit.
Don't be discouraged by reduced numbers that you may see. I assure you it gets better in heroic modes. Overall, it just means you'll have to work a little bit harder until the next tier comes out to make sure you're getting your heals out. Watch Riptide cooldowns, and make sure you're using it on every cooldown. Drop some mastery for some other stats if you need to like haste, spirit or crit. Basically, the best advice I can give you is hang in there for just a little bit more; the next tier shouldn't be too far off, and heroic modes will still pose a challenge. Remember, someone will always stand in the fire.
Set bonuses galore!
This past week we also got some good news, namely, the naming of the tier 13 set bonuses. So what are they? Well, let's take a look.
Shaman
- Restoration, 2P -- After using Mana Tide Totem, the cost of your healing spells are reduced by 25% for 15 sec.
- Restoration, 4P -- Increases the duration of Spiritwalker's Grace by 5 sec, and you gain 30% haste while Spiritwalker's grace is active.
What I like about it is that it rewards players for using it more aggressively as well, and I have a feeling in the next tier of raiding we'll have to. The tier 13 raid, from everything we've heard about it so far, seems to carry a promise of epic scale combat and increased raid damage. The Deathwing fight alone sounds like it's going to be quite lengthy, and we'll likely have to utilize our totem just a bit more. Having that extra ability is quite nice indeed, and I think it will serve us quite well.
The restoration four-piece bonus is something I'm incredibly excited about. It looks awfully familiar though, doesn't it? A few weeks ago, we offered answers to a question about what you would do if you were in charge of the shaman class for a day, what you the readers would have changed or chosen to address with the healing shaman. I also offered up my own suggestions, one of which was tying an extra bonus in to Spiritwalker's Grace. Sadly, in tier 12 raids, it is a spell that is woefully underused. Fights like Alysrazor give you the ability to cast and move as part of the mechanics, and others give you the opportunity to minimize moving.
Having an extra bonus associated with the spell means that it will see a lot more use. The four-piece bonus that is proposed here is quite simply awesome. It turns our ability into not just something to use on fights where you have to move and heal, but something we can pop every time we need an additional spot of haste. The ability currently is still on a 2-minute cooldown, and there's been no mention of changing that quite yet. 30% pure haste is a rather large amount and something that I think will help us deal with a lot of burst damage and let us turn up the healing output when we need to.
Personally, I hope these remain our set bonuses. I think that they will be really awesome in the next tier of raiding and will go a long way to helping us out. Having two of our key abilities get a little extra boost might not seem like much, but reduced healing cost and extra haste can add up and will help even when transitioning from normal to heroic modes.
What do you think about them? Do you love them or hate them? If you could pick your own two- or four-piece set bonus, what would you choose?
Filed under: Shaman, (Shaman) Totem Talk







Reader Comments (Page 1 of 1)
Luotian Sep 27th 2011 3:08PM
I think this is the first Tier 13 column I've seen where the writer is happy with the bonuses XD. They do seem excellent to me, though, and extra mana is nearly always a good thing in my limited experience.
Congrats on your card, too, that is beyond cool!
ladygamertn Sep 27th 2011 3:59PM
Shammy is the only class I haven't played. The totems seem a bit overwhelming to me. I may give it another shot.
GRATZ on the card. That is sooooo cool!
Shinae Sep 27th 2011 5:52PM
Dropping totems is just a habit one gets into when playing a shaman. When I switch to another toon after playing my shaman for a while, I feel naked without them.
And personally I prefer totems over managing a pet.
Matthew Sep 27th 2011 6:05PM
now that you can drop 4 with one click, its much easier. it's just like dropping a buff.
when I play my other toons, I miss my totems now.
blanchard1992 Sep 27th 2011 8:13PM
I find that for a group or raid, I might take a minute or so to work out what to drop (quite a few overlap, so it's usually something like Armour Buff (Stoneskin), Damage (Searing), Healing/Elemental Resistance (Healing Stream, glyphed) and some haste. After that, it's just something that happens at the beginning of every fight.
Matrillik Sep 27th 2011 4:25PM
Resto shaman 4 piece is going to get nerfed. 20 second bloodlust and casting while moving on a 2 minute cooldown? Yeah right. Compare that a holy priest getting 20% shaved off the cooldown of a spell that is rarely used, and when it is used, you probably would have been better off using something else. Or paladins getting a 20% buff to a spell that only does a noticeable amount of healing if everyone is stacked on top of him.
Also worth mentioning: Dropping Mana Tide before casting a bunch of expensive heals makes way more sense than dropping a Lightwell before. /facepalm
MrJackSauce Sep 27th 2011 5:01PM
Forgive me for being under a rock over here but: why is that dwarf you? Are you a lover of frogs, especially as a light brunch type snack? Or is your headband of a certain... mystical quality?
Keen to know so I'll be in the know!
Spadewar Sep 27th 2011 5:26PM
Lodur is Joe's shamans name. The card is in homage to him.
Sally Bowls Sep 27th 2011 5:30PM
The problem with the 2P bonus is that frequently I am dropping MTT as a mana battery for the other healers. Which means that if I have to drop it for others, I lose the set bonus. So I don't like it.
On the other hand, there may not be many 2P bonuses: you are either part of the small hard-core minority (and have 4p bonus) or you are not getting 2P in T13 ( because of no tier from badges and TOR)
Shinae Sep 27th 2011 6:00PM
If other healers are considerably lower on mana than you in the middle of a fight, coordinate more with the other healers and/or intensify your healing output, so that they are using less mana and you are using more. The MTT is designed mainly for the benefit of the shaman anyway.
Shuckles Sep 27th 2011 5:45PM
To be honest, I'm not as excited about the 2p as I am the 4p. The past two tiers have focused, either in our 2p or 4p, on helping us return mana more easily through our most used ability. This completely changes that in such a huge way that, with current speculation on how intense the t13 fights might be, I'm afraid we're going to be as mana starved now as we were at the beginning of Cata.
Going from no ICD requirements on mana return with t11 and t12 bonuses to a completely unchangeable 3m CD with Mana Tide for only 15s worth of 25% mana reduction cost seems like a nerf against our previous bonuses. We're still talking Greater Healing Waves at 6254 mana a piece during our proc. While I focus mostly on Haste, I find myself in the area of around 13% haste. So with this change I can get in about 12 spells in 15 seconds. And using my standard "rotation" of heals with intense single target damage, I save around 4862 Mana--not enough mana for anything short of a Riptide or Healing Wave. I realize we'll be gaining mana back during this time due to our bonus being tied into Mana Tide Totem, but even still it doesn't really feel on par with 3 rolling riptides.
Maybe I'm missing a key element of the 2p bonus that will make it stand above the two previous tiers (and I don't honestly doubt that), but as is I have to say I'm not really thrilled with it.
Crispn Sep 27th 2011 6:00PM
I don't like the four piece, at all.
Sure the lust is great, but when you have to choose between using the spell for a hps cooldown, or healing on the move, it doesn't feel so great.
Matthew Sep 27th 2011 6:09PM
So Joe/ Lodur, before you were a dwarf were you a dranei or did you faction change to become a dwarf? Congratz! :D
Cody Sep 27th 2011 6:39PM
How can u be excited for our 4p. its so crappy. Its a situational spell with a horrible CD, as well as our 2p. Compared to the other set bonuses that other healers have our is the dumbest. and should be rethoughtout immediately.
Otakú Oct 12th 2011 4:53PM
I really feel underwhelmed with the set bonuses... I mean they're fine on their own and I'd greatly enjoy them, provided I didn't have to get rid of my T12 bonuses to get them! I mean I'm giving up a major buff on two of my most heavily used spells (chain heal less so but it has its moments) for a buff on two utilities! I get that both of those will be useful, but I find that with trinkets and the totem as it is I have plenty of mana even on heavy healing fights like Heroic Beth, and mainly haste helps for breakpoints and maybe the occasional chain heal and healing rain cast, but the momentary bonus won't help my HoT uptime that much! I'm not saying that these bonuses will be bad in the slightest, but I really don't want to give up my awesome T12 bonuses for them. What does everyone else think?
briaiv Dec 7th 2011 1:14AM
I feel the same way as a lot of you, I am hesitant to give up my tier 12 bonuses for these tier 13s i mean i'm sure i will find a way to make them work for me but the tier 12 bonuses almost felt like they should have been there all along, there was almost no way not to benefit from them. These new bonuses while useful wont have the same return on mana as the previous set did. Also with the amount of group healing there seems to be in these new raids i have a feeling i'm going to be missing my 4 set bonus a lot.