Totem Talk: Mists of Pandaria resto talent calculator update

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 cohost of the For the Lore and Raid Warning podcasts), shows you how
The last few updates to the Mists of Pandaria talent calculator has seen some updates for the other healer types in WoW, but restoration shaman were left untouched from what we saw at BlizzCon 2011. That fact alone was starting to concern many of us, as we eagerly wait to see what we'll get for new spells and what we'll see our talents morph into.
Well, this time around, the latest update to the talent calculator certainly has some things for the restoration-minded shaman to enjoy. Talents have been moved around -- some removed and others just reorganized -- and we get our first glimpse at a new spell.
The last few updates to the Mists of Pandaria talent calculator has seen some updates for the other healer types in WoW, but restoration shaman were left untouched from what we saw at BlizzCon 2011. That fact alone was starting to concern many of us, as we eagerly wait to see what we'll get for new spells and what we'll see our talents morph into.
Well, this time around, the latest update to the talent calculator certainly has some things for the restoration-minded shaman to enjoy. Talents have been moved around -- some removed and others just reorganized -- and we get our first glimpse at a new spell.
Talent changes
The first thing you'll probably notice is that our talent tree looks a little different than what was revealed at BlizzCon 2011. Our level 90 talents are missing -- well, not missing exactly, but they've been relocated. They are no longer level 90; instead, they have been moved down to level 45. The talents are still mostly there as we saw them before, but they have just been placed in a position that makes a bit more sense. The general consensus was that the talents didn't feel like a talent reward for hitting level 90; instead, they were sort of mediocre.
Notice also that Elemental Harmony is missing. The talent previously let you lay down multiple totems of the same school. The problem was that with that awesome idea came restrictions limiting your use of totems and, more specifically, excluding fire totems. Instead, the talent has been replaced by Call of the Elements, which immediately finishes the cooldown on all totems. Think of it: You could have the option to immediately clear the cooldown on Spirit Link Totem, Mana Tide Totem or even Healing Tide Totem to use them all over again. It certainly adds a lot more flexibility, and placed at level 45, it could be quite fun and useful.
You may also notice that there's been a bit of a swap-a-roo between the level 60 and 70 tier talents. For us healers, this means that our healing talents will have to wait 15 more levels before we can lay our hands on them. Honestly, that makes a little bit of sense because it offers up a choice between a new healing cooldown in the form of Healing Tide Totem, our version of Tranquility, and chances to buff our Healing Rain and offer alternative ways to dish out some healing.
That doesn't mean that the level 60 tier is without uses for us healers. Elemental Mastery has been changed to give a flat 30% haste when used, allowing us to use it sort of like a personal Heroism or Bloodlust. Ancestral Swiftness works just like the current incarnation of Nature's Swiftness with the added benefit of giving 5% haste passively, and Echo of the Elements still duplicates spells cast.
Now with the removal of talents to make way for the shift, there's that great big void at the top. Level 90 talents can be anything at this point, really, and while nothing has been said about the opening, I think it has to do with balancing the talents so as to not completely overshadow the other healers by making them overly powerful, but not making them as lackluster as they were in the previous incarnation of the talent calculator. Speculation, I'm sure, is already under way. What there could be for level 90 talents, I don't know quite yet.
Spells and abilities
The spell section is also one that restoration shaman (and in truth, all shaman) have been looking over quite a bit. After all, this is where we get a glimpse of the new abilities that we'll get on our way to level 90. The problem has been that for the most part, this section has been largely unchanged. Well, there are some tweaks now for us to look at finally.
One of the first things I noticed is that Purification has a new tooltip. In addition to increasing your healing done by 25% now, it also increases the healing done by your water totems by 50%. In a way it sort of replaces Soothing Rains, but does it one better by giving a larger bonus. The tooltip for Ghost Wolf now shows properly that it is instant-cast for all shaman without modification. Purify Spirit replaces Cleanse Spirit, and the wording on the tooltip says that it removes all Curse and Magic effects from a friendly target. It also now has an increased cast cost of 16% base mana, up from 14%. Whether it will actually remove all curse and magic effects on one cast will remain to be seen, but the possibility is quite a nice thought.
Another apparent major change is Healing Stream Totem. Right now, our wonderful little healing companion heals everyone in our party for as long as it's active. According to the new tooltip, however, HST will only last for 1 minute, down from the 5 minutes it currently is. If that's not enough of a change, it will only heal the most injured party or raid member. That's one, single target. It basically means that HST will be changed from a source of constant passive healing to a healing-cooldown-style totem. While it doesn't have a cooldown, the effectiveness of the new totem will have to be seen. It's a pretty big potential change and one I'm not sure how I feel about it quite yet. I'd like to see how the numbers look after the changes in the Mists beta when it's available.
New cooldown
So with the recent update, we also got a look at a new spell that currently becomes available to us at level 87. Ascendance turns us into an elemental for 15 seconds. In truth, it functions much like a paladin's Guardian of Ancient Kings, giving us a form dependent on which spec we're in. For those of us who are restoration focused, we get to take on the form of a Water Ascendant. While in this form, all of our healing is duplicated and distributed evenly among nearby allies.
The ability is pretty cool, giving us another cooldown to call upon, and it's exactly like the Essence of Dreams green crystal buff from the Ultraxion encounter. I can definitely see how this could come in handy, and it certainly fits the bill for a new healing cooldown, but it's going to largely depend on how much healing we can cram into the 15 seconds that the spell is active. While it is certainly full of potential, I'm going to have to wait until I can actually test it out to pass judgement.
I don't know about you, but these changes are leaving me eager to get my hands on Mists of Pandaria so I can test them all out for myself!
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
s.scott.staten Feb 21st 2012 1:27PM
I have noticed that some of the other healing specs have a class ability that increases thier base mana by 400% and that i did not see it for Resto shammies. Since it has been implied that Intellect will not increase mana pool, is this an oversight or a significant change?
Imnick Feb 21st 2012 1:35PM
This is for classes such as Paladins where two specs are not supposed to worry about mana and the third is.
To avoid Protection Paladins running around with absurd amounts of mana that they never use, there is simply an ability that increases their mana pool by 400% in the holy tree.
As Shamans have TWO specs that require mana, they will simply have 400% more mana than paladins naturally and in every spec.
Joe Perez Feb 21st 2012 2:11PM
Imnick is 100% on the money there with the explanation. Shaman are supposed to, at this point, start with a higher base mana pool than those that get the 400% bonus. The bonus is an attempt to make everyone even.
Angus Feb 21st 2012 3:42PM
The problem every spec having that much mana is that enhance becomes an infinite mana healer unless they significantly change the way the spec works with mana.
Imnick Feb 21st 2012 3:51PM
The only healing abilities that Enchancement get by levelling up are Healing Rain and Healing Surge so I wouldn't worry too much about that either.
Healing Wave, Chain Heal and Greater Healing Wave are now learned exclusively by Restoration shamans. Not even Elemental gets them, in the current calculator build.
calaf Feb 21st 2012 1:31PM
Still waiting to find out what is going to happen to Telluric Currents (will be sad if it gets relegated to a glyph). Also here is hoping Ascendence has an awesome animation.
vlad_dracul2k2002 Feb 21st 2012 1:52PM
It'll likely turn us into one of the ascendants we've seen throughout Cataclysm. :)
Blizzard has said they're still working on the shaman and the hunters, so there may be even more changes in store for us (on top of the changes they'll likely make to the other classes before beta).
Jack Mynock Feb 21st 2012 5:35PM
Actually let's hope it becomes a glyph and not mae baseline of resto. If every resto shaman ahs it then the classs has to be balanced around it, and we'll get screwed on fights without many opportunities to use it. Plus, not every healer wants to cast lightning bolts, so making it a glyph gives the flexibility a decidedly niche mechanic needs.
Docseuzz Feb 21st 2012 6:57PM
It does seem like in general, they are moving talents that made an existing ability do something else into talents, so I'm guessing tc is going to be a glyph...
Revynn Feb 21st 2012 2:54PM
- " I can definitely see how this could come in handy, and it certainly fits the bill for a new healing cooldown, but it's going to largely depend on how much healing we can cram into the 15 seconds that the spell is active. "
Quite a bit, especially if you're a troll or using a Haste trinket of some sort or specced into Epemental Mastery. Hit Ascendance and Berserking/EM/Trinket, drop Healing Rain and go to town on Chain heals for a few seconds and you could pump out a fairly ridiculous amount of HPS.
lancrkllr Feb 21st 2012 3:13PM
Ok, bear with me if I'm looking at this wrong, but if Purify spirits now removes "all magic and curse effects" we're gaining an advantage against DoT based classes without dispel protection, while also kinda screwing us against warlocks.
Lets say an enemy moonkin throws up faerie fire, insect swarm and moonfire onto a friendly target. I can now remove all 3 of them with 1 cast? Seems little overpowered, but not outrageous, essentially negating 3 of his GCDs with 1 of mine.
But lets now look at fighting a heavy dot based team like LSD2 (Moonkin, spriest, resto shammy). Now if they're focus dotting one of my teammates, i can simply riptide, unleash elements, lesser healing wave (filler moves to keep my teammate's health up) until i see enough DoTs to warrant 1 purity spirits, which will then reset them back to square 1.
Broken? not really. But at the same time, it will change viable comps. I'm just curious if this is an intended result, or if they were looking at it as a nice thing for dispelling in pve.
Onto warlocks though. Currently Unstable Afflication is a wonderful warlock tool, essentially making me decide if i should chance dispelling my teammate when UA is up on him along with a curse and multiple DoTs.
As I see it now, dispelling targets with UA is a risk and reward type mechanic. You are chancing that you won't touch the UA with the magic dispel, and therefore will not wind up silenced.
With the new purifying waters mechanic, I would have to expect the silence (from dispelling the UA) and try and time my dispel to a situation where being silenced for a few seconds won't absolutely ruin my team. Not a massive game changer, but still a specific situation where I feel that instead of having a chance to be choosy about taking a chance when dispelling, we're now told, "you're gonna be silenced, no matter what if you dispel.'
I understand if Blizzard is essentially telling me that I need to be choosier about when i dispel I'm ok with that, but I do see this change essentially neutering heavy DoT based comps that lack a warlock.
Personally, i would still like to see the purifying waters version of our dispel be glyphable, so that you could take the version you wanted based on personal preference.
Matthew Feb 21st 2012 5:55PM
I like the idea of the glyph: all with the 8 sec cd or as is.
I just noticed it has an 8 second cooldown. This is probably a good thing because it makes you pay more attention to what you dispell. HOWEVER, I hope that CC also has an 8 second cooldown since there's way too much CC to counter in end-game cat pvp.
TonyKP Feb 21st 2012 3:40PM
I hope you guys can keep from getting your expectations up too high. If past history is any guide you're in the "give the shamans some hope" stage of Blizzard's usual "give the shamans some hope and then snatch it cruelly away" development process...
Matthew Feb 21st 2012 5:57PM
I note they got rid of the repulse totem. I was wondering how that would have worked!
Luotian Feb 21st 2012 6:04PM
But, but, but I don't WANT to lose my healing stream totem. Its my buddy, I never go anywhere without it. Changing it to a cool down will make me a VERY sad dwarf shaman.
bast Feb 22nd 2012 3:53PM
Agree with Luotian, I would prefer them not to change the healing stream totem, is may not seem like much, but it slows down dmg just enough to get a long cast heal in, and over time its the best healer in the game.
Troll Shaman
wowboredur Feb 23rd 2012 11:08PM
I see that Resto Shamans use Lightning Bolt to return mana. How important is this? I am a Resto Shammy and I'm looking for a how to guide because I had no clue about that mechanic. Any Suggestions?
goldeneye Feb 25th 2012 6:10AM
It's handy on several raid encounters. It allows to go more "all out" when you know you can refill your mana bar soon.