Totem Talk: Preparing restoration for patch 4.3 raiding

Well, after all the excitement about BlizzCon, it's very easy to forget that we have more immediate things to look toward. For us, this mainly is the next raid tier, the Dragon Soul. The next raid tier will be coming fairly soon, and we'll be gearing up to take down Deathwing.
Recently we've had some concerns about the numbers that are being put out by restoration shaman in a raiding environment. The next tier has promised to be much more exciting for us in many ways, from the fact that we are getting new raid content to new and exciting new bosses with new mechanics to learn and work with. Today, we're going to focus on getting ready for this new content.
Shaman-friendlier content
Tier 12 has been nothing if not unfriendly to shaman healers in a lot of regards. Many fights require us to move out of range of each other regularly or to have the group divided, and so we don't always get the best bang for our buck out of abilities like Healing Rain and Chain Heal as we did in tier 11. Not only that, but with a lot of avoidable damage in raids, the need of our mastery lessens and preventive measures like HOTs and Power Word: Shield become much stronger. We can still heal and hang with the team, we just have to work a little harder for it. Tier 13 though has some very promising, shaman-friendly encounters on the horizon.
We're going to talk about Morchok a little bit here. This giant elemental who is laying siege to Wyrmrest Temple will be one of your first likely encounters. He's big, mean and full of rocks and hate. The fight itself is incredibly fun and has many mechanics that really play into a healing shaman's toolkit.
The first ability is called Stomp. The giant, like all other giants in Cataclysm apparently, likes to crash his foot hard into the ground, causing massive, raid-wide damage. This one does damage to whoever is within 25 yards of him, and it divides the damage up evenly among all targets within range. What this means is that the fast majority of strategies will call for you to be grouped up withing 25 yards of him so that the raid can disperse the damage. Grouping up means you can really take advantage of your Healing Rain and your Chain Heal after every stomp. Not only that, but the stomp does do quite a bit of damage -- enough so that our Deep Healing will kick in. This is really good news for us, as any time you get that mix of damage combined with enough damage to push down health totals, we come out swinging!
Resonating Crystal is also an ability that deals damage to a group of people. Occasionally through the fight, the boss will summon a red crystal around his area. This red crystal will mark several members of the raid with lines of power, much like a Shadow Crystal Focusing Lens. When it explodes, it will deal damage to everyone close to it but (like Stomp) divided by the number of targets in range. The further away marked players are, though, the harder the crystal explodes. It doesn't stay up long, so chances are good that it will explode dealing a decent amount of damage. In either case, you'll have a fairly obvious target of grouped people to place your HR and CH on, and if there are any stragglers, well, your mastery will help out a ton.
At 20% health, the boss gains the Furious buff. This is sort of like an enrage in that it will increase the damage done by 20% for the duration of the fight. At this point, you just keep doing what you've been doing, but a good restoration shaman or two can stabilize the raid so quickly it isn't even funny. The other fun thing about this fight is that with everyone already grouped up, you can make impressive use out of Spirit Link Totem to really siphon off that damage.
The ABC rule of healing
Though every encounter tested so far on the PTR, there is one rule that has come back stronger than before. This is the ABC rule of healing -- Always Be Casting. The same principle was one that I'm pretty sure all healing classes followed at the end of Wrath while burning our ways through Icecrown Citadel. It's basically this: There is always something that you can be doing at any point in time, even if it's not healing exactly. There are always adds to help DPS down, and there is always some damage that you could either be preparing for or actively healing. Line up Lightning Bolts to make sure you're getting your mana back from Telluric Currents and to help add in that little bit extra damage when you can.
It might sound silly, and it goes against everything that would be triage healing, but at this point that is the design. The new level of stats mean that our mana pools will wind up pretty stacked, and that will allow us to be a bit more reckless with our mana consumption. Funnily enough, that seems to be exactly the idea that the developers at Blizzard have been happy with as far as healing goes. At this tier of content, it is expected for us to move away from mana-conservative heals in favor of heavier, mana-costly healing spells.
You can definitely see this in the designs of the tier 13 fights so far. There is a lot of damage in all of the encounters I got to test so far, and I can only imagine that will continue throughout the remaining bosses left to be finished or tweaked. We're going to be busy, so while there may be the great Firelands nerf currently, it is time to start flexing your fingers and getting your macros ready.
Question and answer time
I've been spending a lot of my time the last few weeks playing around with the PTR builds and testing out shaman healing in the new raid environment. I've also spent some time probing the minds behind our design and balance. So now it's time for me to put that information that I've been gathering to good use. Next week, I'd like to do an Ask a Restoration Shaman column again. It's been a while since I've done one and figure it's that time again. So I want you to feel free to ask me any questions you want through email, Twitter or comments here on the site. I'll be answering a handful of questions here on the site next week, but rest assured I will answer everyone's questions. So let 'em rip!
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
Welldead Nov 1st 2011 2:39PM
what is the best healing spell for Death knights?? i've been struggling just to keep a blood dk and its just getting on my nerves even though they are great tanks i just dont know if its me or is it the spell im casting wrong? i usually keep my riptide and earth shield up as long as doing chain heals and throwing healing rain when ever it gets messy.
Shinae Nov 1st 2011 2:52PM
Chain Heal and Healing Rain aren't really going to help you with tank-healing.
Blood DKs can take spiky amounts of damage, but don't let that scare you. Good DK tanks will bounce right back from big hits with their self-heals. My raid's main tank is a DK, and she's great. When she her health is low, she pops Vampiric Blood and, with my Deep Healing and Earth Shield buff, it usually only takes one Greater Healing Wave (which I pair with Nature's Swiftness when available) to bring her back to full heath.
Shinae Nov 1st 2011 2:45PM
The "Shaman-friendlier content" part makes restoshaman look like a bunch of sadists. We love it when people take loads of damage! XD
My question is about group heals. I understand that Healing Rain is a more effective group heal than Chain Heal. Does this mean that I should mainly be using CH for group healing when HR is on cooldown? (I'm thinking I've been using CH too much, anyway, as I haven't completely shaken off Wrath habits.)
Also, when are good times to use Unleash Life? (You probably have already talked about this before, but I forget.)
Crispn Nov 1st 2011 3:03PM
Just because HR is more effective doesnt mean you should use i on cd the whole fight, im not actually sure if you can pull that off, because its pretty mana costly. I usually only put it down when a good majority is stacked up, and will be stacked up for the full duration. For just 3-4 ppl i use chain heal, because its more mana efficient. It might be more mana efficient than HR, but its still can make a dent in your mana pool. For light aoE dmg just heal them back to full with healing waves and riptide.
Shinae Nov 1st 2011 4:03PM
@Crispn
Right, with my question of HR vs. CH, I'm only talking about the times that facilitate the need for group heals, such as scorpion phase on Domo.
Boobah Nov 1st 2011 4:06PM
Generally speaking, any time you need multi-target healing, Healing Rain beats out Chain Heal.
There are always side cases, of course. For example, you can bounce Chain Heal down a line of players. Or bounce it to folks just outside your normal range. Or everybody might need to move soon, so Healing Rain won't have time to tick, but you do have time to get a cast off.
And, of course, you can stack the two.
Welldead Nov 1st 2011 3:03PM
Lol really? i never though of that haha. Thanks! What about as far as Resto druids? i mean im kinda still fresh with raid healing but i do my job damn it :) but still, the dk tank tends to trick me at the end when he pops his Oh shifts healz.
Antivyris Nov 1st 2011 3:47PM
One thing I am still waiting to see is if they remove the requirement on re-casting water shield. That had to be the one mechanic in firelands that definately made me feel like a sadist, especially on Beth'tilac.
Boobah Nov 1st 2011 3:53PM
Getting a kick out of torturing others = sadist.
Getting a kick out of being tortured = masochist.
Antivyris Nov 1st 2011 6:42PM
Getting a kick out of torturing your character and 9 other people is what I'm referring to.
VezRoth Nov 1st 2011 8:46PM
During most of the FL fights I was actually designated as a tank healer, so I can't really give too much suggestions as to what's going on with the HR, or CH but I can tell you that trying to keep Water Shield up is a wasted effort during some fights. Beth is definitely one of those fights, I've got a paladin I'm following around like I'm attached to him by a chain so I'm heading up and down constantly. I found that the best way to deal with the Water Shield issue and having to constantly recast the damned thing was to cast it while headed up the rope.
I don't know what your role is, if your raid or tank heals but that was the best suggestion I could give. If you're raid heals then I think you could get the biggest benefit out of Water Shield by waiting for the tank to head upstairs and get Beth's attention before popping Water Shield on again and blowing out your heal buttons.
Luotian Nov 2nd 2011 12:52PM
Hey there, Joe, its me again :D. So, I've finally gotten my first little resto shaman up to 85 and she's pretty well set in all the purchasable Tier 11 resto set gear. Here's my big problem, though. I've run a couple of heroics with guildies to have her healing (just the reg heroics, mind) and, while not terrible, I was far from good. We wiped multiple times and my poor tanks had huge repair bills because I'd simply oom halfway through fights.
I know without actually watching me play you probably can't do much, but is there some trick I'm missing that makes healing heroics so much harder? It just seems like everyone is taking much more damage and Healing Wave doesn't cut it like it used to anymore.
Nyneve Nov 7th 2011 12:24PM
i noticed in your article you say "it is time to start flexing your fingers and getting your macros ready." id love to have a look at what resto marco's others are using. If anyone is interested in pointing me in the right direction or just posting macro's they find useful that would be awesome!
thanks.
Lkwanshan Nov 7th 2011 4:05PM
Hey Joe! I would like to second Luotian's comment. My problem may be somewhat based on my gear cause I am not quite at all tier 11s but still adequate.
Nevertheless, it seems like after every group of mobs my mana is half to a quarter full. The boss fights are really bad. This is based on a couple of runs of Zul'Gurub.
Anyway, any help would be greatly appreciated. Maybe just a general/quick howto on heroics in preperation for raiding?
Thanks