Turning the Tide: A Resto Shaman Beginners’ Guide

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So, you’ve just got your shaman alt to 80 and you want to try out resto – or maybe you decided to grab that dual spec and don’t know where to start or you finally realised that being a priest / druid was far too easymode and you wanted to try a class which actually took skill to heal with?  If so, this here is the guide for you!  In the last few days I’ve had a  two guildies get their alts near / to 80 and start asking these questions and have had a few others ask for offspecs etc.  Whilst I love to wax lyrical about my favourite class, I felt it would be better to actually write something down which I could refer people to rather than trying to explain (badly) in relatively short sentences how to ‘do it rite’.  (It’s also a good excuse for me to do a cathartic outpouring of shamanyness).

This guide is meant as an entry-level guide – going into spells, stats, mana regen, talents and tips at a relatively basic level.  The aim is to give people who’re just starting at resto shamaning a primer with a few quick-start points but enough detail for those who like to know ‘why?’.  In depth and number crunching is not here – that’s for someone else to teach – and I’ll provide a few links for further reading at the end of the guide.  It’s also based around lower-end healing such as heroics and t7 content where most fights are over in 5 minutes or less.

The only assumption I am going to make here, though, is that you are already level 80.  I will not assume that you’ve levelled as ele or enhance, I will not assume you have any clue at all about healing as a shaman (or any other class).  I’ll also point out where things will differ depending on if your focus is towards eventually raiding 10 mans, 25’s or doing heroics with your friends.

Caveats done, let’s start:

Spells

icon chain heal Chain Heal (CH)- Multi-target, moderately heavy on your mana.

Chain heal used to be the bread and butter of shaman healing.  In fact, it used to be the filling, too – and for good reason – with downranking and high spellpower, it became more efficient than any of our other heals – even on a single target.  Thankfully this is not the case anymore. Using chain heal and only chain heal will run you dry pretty fast – so it has to be used with a bit more care, especially in 5 and 10-mans.  Chain heal, moving from target to target, is usually referred to as it ‘bouncing’ – i.e. ‘Bounce the chain heal off the tank onto the melee’.

One thing to be clear about – if only one person has taken damage, or if people are more than 8 yards away from the player targeted, chain heal will not bounce.  Practice shows that the chain chooses where it will jump when the heal lands – so preemptive casting when there’s incoming AoE damage is a good trick to learn.

Chain heal, whilst very pretty and the supposed ’signature heal’ of Shamans will not work in a good number of situations.  Get used to using it only when people are close together and multiple people are taking damage as your other heals are faster (with tidal waves), can heal for more and don’t run you out of mana so quickly.

You should also get used to using this with Riptide to maximise its effects in heavy-damage situations.

Things which can effect this heal:

Riptide: Boosts the amount of healing done by your chain heal by 25%

Glyph of Chain Heal: Chain Heal may now hit 4 targets.

~o~

icon lhw Lesser Healing Wave (LHW)- Fast, small heal

This heal used to be the red-headed step-child of Burning Crusade healing.  Woe was he who touched the lesser healing wave button!  In Wrath, this spell has come back into its own – especially when glyphed it is relatively efficient and good for tank healing.  In situations where the group is very spread out to the point where chain heal will not bounce, this heal is a good one for topping people off.  Having a decent amount of crit on your gear really helps to make this heal more effective – LHW used to trigger an improved water shield proc 100% of the time when it crit but, alas, no longer – only 60% of the time and thus it’s not as super-efficient as it was.  Nonetheless, it’s a very potent tool for 5-mans and sometimes larger groups too.

Things which can effect this heal:

Tidal Waves: Chain Heal and Riptide can proc this effect which reduces cast time by 30% and gives a 10% bonus healing.

Glyph of Lesser Healing Wave: A really nice glyph which is good for 5-mans.  In raids, its value really depends on how often you’re likely to be assigned to heal the tank.

~o~

icon healing waveHealing Wave (HW)- Slow, big heal

Healing wave is the big daddy of heals – it’s tricky to master using this heal as it is rather slow, but once you have it down it’s a very nice healing tool.  In raids this heal tends to go to waste on overheal unless you’re the only person healing your assigned target, or your target is not a tank.

Things which can effect this heal:

Tidal Waves: Chain Heal and Riptide can proc this effect which reduces cast time by 30% and gives a 20% bonus healing.

Healing Way: This resto talent was buffed to only require one heal to put up the full buff rather than three. Whilst of limited use in 5-mans, it can be a valuable tool in 10/25-mans – especially if you are often assigned to tank healing.

Glyph of Healing Wave:  This glyph doesn’t really effect the spell much except to heal yourself when you use Healing Wave on someone else.  In my opinion, this is a weak glyph compared to the others – though I imagine it has its pvp uses.

~o~

icon riptideRiptide (WOOSH!)- instant, mana heavy, HoT

This is the new kid on the block – fast, makes a cool sound and has a fun spell effect.  It’s a very tempting heal to use but, if abused, can eat through your mana.  It’s a spell which can also end up being a bit of a crutch and you should make sure not to use it where the hot will be completely wasted or an instant heal is not needed – often a LHW may be better.  The secondary function of riptide is to boost chain heals and it can be very useful to riptide your tank (the hot is rarely completely wasted in a 5-man) and bounce CH’s onto the melee – keeping your tank topped off and your melee un-dead (despite them standing in fires).

Riptide has a high synergy with other heals – boosting chain heal and proccing tidal waves.

Things which can effect this heal:

Glyph of Riptide: Increases the Duration of your riptide by six seconds.

~o~

icon earth shieldEarth Shield (ES)- ‘reactive’ heal

Earth shield is flying rocks you can put on another person.  It is very cool! Most people use this on the tank, but in 5-mans it can be a lifesaver for any squishies and can even be used on yourself if you’re having trouble with mobs / attacks hitting you and increasing your cast time – especially so when a boss has a channelled AoE or direct damage attack.

Earth Shield should be up at all times.

Things which can effect this heal:

Improved Shields: Going into enhancement for this is a good idea and part of most standard resto builds – esecially as it also boosts your water shield.

Glyph of Earth Shield: boosts your Earth Shield by 20% – a decent raiding glyph, though I feel it lacks utility for 5-mans in comparison to the other glyphs available.

Spellpower:  Earth shield can be super-charged by trinketing or using other buff effects before putting it on someone – including your totems.  It is good to get into the habit of laying your Flametongue totem (if you’re using it) before you put your earth shield up.

~o~

icon healing streamHealing Stream Totem – Passive ‘hot’

Not a true ‘heal’ per-se, but if you happen to run with a group which does not need your mana-stream totem (you have two paladins, say) then this little totem comes into its own.  It still only works in your own group, but can be used to some effect for low-level, constant damage – allowing you to keep your attention elsewhere for longer and can buy an extra second or two if someone is reduced to very low health suddenly.

Things which can effect this heal:

Glyph of Healing Stream Totem:  This boosts the output of your healing stream totem and, whilst nice padding, isn’t really all that great outside of high AoE-damage encounters.

~o~

icon earthlivingEarthliving Weapon – weapon imbue, small ‘hot’

This is your restoration weapon imbue – use it, love it and cherish it.  Besides giving you a hefty healing boost, it also sometimes triggers a small hot on the targets it hits.  The healing by Earthliving is never omgimbapwn but there is no reason you should not have this on your weapon at all times whilst healing.

Things which can effect this heal:

Glyph of Earthliving Weapon: Earthliving has a 5% increased chance to trigger.

Elemental Weapons:  This is another enhancement talent – one which you may or may not have depending on your build.  Various sources seem to calculate its worth at around 45 sp – so whilst it is a nice boost when you’re just starting, you might eventually want to put your points elsewhere.

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Stats

Yes, horrible numbers, but they let you know which shiny gear you want.  You do want shiny gear don’t you?  Yes, yes I thought so! Greedy buggers.

  • Int

Intellect is the base stat which determines how big your mana pool is.  It also gives you a small amount of crit per point of intellect (it takes around 166 points of Int to gain 1% spell crit for a Shaman). With the talent Nature’s Blessing – which is pretty bread-and-butter in a resto spec – you’ll also gain a little bit of spellpower from your intellect.  Intellect is also very good regen stat for shamans – which I will go into in the regen section, below.

Intellect is, thus, a pretty well-rounded stat for a shaman – more mana, more crit, more spellpower.

  • Bonus Healing (spellpower)

Spellpower is the thing which gives meat to your spell – boosting the shiny green numbers which you see above peoples heads when you heal them.  Using your Flametongue Totem will net you an extra 144 sp.

  • Crit Chance

Crit is a stat which gives a lot of bang for your buck: it sometimes increases the size of your heals – those heals can add armor and may proc ancestral awakening if you have the talents.  Crit also gives you come mana back from improved water shield, if you take it.  It is now a very desirable stat for a shaman.

  • Mana Regen

Mana regen, or mana per 5.  The number you care about here, when  you mouse over it, is the while casting one.  Generally you want to have about 110-150 before you start doing heroics and closer to 200+ for starting Naxx (including water shield).  This is your ‘base’ regen which you can count on to sit, ticking merrily away, slowly adding to your mana pool.  

  • Haste

Haste makes heals faster.  Whilst this has the benefit of getting more heals where they need to be in a short amount of time, if you’re a bit trigger-happy you can end up running yourself out of mana faster.  Two of our heals – Healing Wave and Chain Heal have relatively long cast times and both benefit from having a good bit of haste to reduce time spent casting.  It also benefits us by allowing us to cast and move more frequently if needed.  If you are using your Wrath of Air totem you will get 5% spell haste from that alone.

~o~

You want some of all of these – though you don’t want too much haste to start with.  At first, go for a decent mana pool and mp5, crit as a side dish, and then eventually start putting some haste on top once you’re having few mana problems.  You don’t want no haste at all, you’ll probably end up with around 200 haste rating on your gear very early on even if you’re not trying to stack it.

Shoot for:

  • 18k Mana
  • 1.9k SP
  • 150-200mp5
  • ~200 haste rating
  • ~20-25% crit

This is pre-Naxx, and  although you can go there with a bit less, these numbers will probably see you most of the way through with little trouble.

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Mana Regen

As a healer, a large part of your time may be spent managing your mana.  If you constantly spam spells you will end up running oom, but, of course, not doing enough healing is bad.  Therefore, we have to look at the various methods of mana regen.

First of all, you can forget spirit-based regen – that’s for druids and priests.  Spirit means bugger all to a shaman and is wasted stats on any item which has it.

Intellect Based Regen

Intellect regen is based on the idea of utilising the multiple talents you and others have which return a % of your base mana.  The higher your base mana, thus, the more they return per tick to you.

Replenishment is the ‘best known’ of these and can be given by:

  • Survival Hunters
  • Shadow Priests
  • Retribution Paladins
  • Frost Mages
  • Destruction Warlocks

This is, of course, if they have each specced into the necessary talent!

The other source of intellect based regen is your Mana Tide Totem.  A lot of people seem to forget this totem and, worse, some seem to think it’s a wonderful thing to never have to use it! First off, it benefits not only you but your whole party (not raid!) so be aware that even if you’re at full mana, others may get something out of you using this totem.  Secondarily, if you have so much mana you are never going below 75% then re-gem or re-enchant or twist around some gear and boost your throughout.  You will always have your mana tide totem,  so you can gear around using it – especially for fights where your heals need to be beefy.

I know not all will agree with me on this point but I see absolutely no point in ending a fight above 50% mana unless you vastly out-gear it, have too many healers, have had a lull to stand around regenning or accidentally took a mana pot just before the end of the fight! 10 Intellect = ~6 mp5 if you can count on replenishment and always use your Mana Tide totem.

Mana Per Five

At the beginning of The Burning Crusade this stuff was shaman-crack – you could not get enough of it, you always wanted more and you’d do a lot to get your fix including hanging around with 24 other people looking for trouble…  However, when Water Shield got its buff – becoming both free to cast and giving a hell of a lot more mp5, the extreme lust for that same stat dropped.

In Wrath, Water Shield gives a whopping 100mp5.  Still, even though you don’t need to stack mp5 to the hilt like in TBC, this little stat, beloved of shamans, is still relatively important.

If you mouse-over your ‘mana regen’ (under spells in your character pane) you’ll see two numbers.  The first is your non-casting mana regen.  That is the rate at which you will regen mana when you’ve not cast something within the last 5 seconds.  The other number, which will be a bit smaller, is your mana-regen whilst casting.  As a shaman, standing around and waggling your tail (or other appendage of choice for orcs and trolls…), will net you very little – you don’t have a huge difference between your casting and non-casting regen like a priest or druid does and cannot regen a whole lot of mana that way in a short time.

Therefore – mp5 is a solid base of incoming mana which is always ticking away in the background.  Having a reasonable amount of this is essential, even in crit-heavy builds.

Crit

Crit heavy builds?  What?!  Crit is for Paladins, isn’t it? Well, yes, but with the homogenisation of gear it made sense for Blizzard to prod the two non-spirit using healing classes closer together so that they can use similar gear.  So where does crit come into the equation?

Improved Water Shield.

This little talent, fully maxed, will allow for a water shield orb to be consumed when you crit on a Healing Wave or 60% of the time on a Lesser Healing Wave.  Each of those little balls of water is ~400 mana (depending on talents and glyphs) – not a huge deal, but it somewhat helps lighten the heavy costs of both HW and LHW.  The one issue with this regen is that it is rng based – if you do not crit you do not get mana back and an unlucky streak may leave you dry.

There is also the other issue of keeping water shield up – if you crit, use your shield up and don’t refresh it then you can end up with a net loss of mana – the best choice is usually to refresh it any time you have a spare global cooldown so that you need not stop healing at an important part of the fight to refresh it.

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Talents

5-Man Build

This build ignores healing way and picks up healing focus.  Even after the mechanic change, pushback can be a killer on your longer spells and you’re more likely to have loose mobs chomping on you in a 5 man than a raid.  If you know your tank is solid then you could consider putting points in focused mind, healing way or even some in totemic focus since you’re more likely to be uprooting and replacing your totems more frequently.

Note the recommended glyphs: LHW, Water Mastery and Chain Heal.

Water Mastery glyph works out as 30mp5 so if you feel your mana is in a good place you can drop it and take something with more utility – HW, Riptide, Healing Stream glyphs for example.

Mixed Raid Build

This is my current build and glyphs – I can be assigned to tank heal on one fight and raid the next so I pick up Healing Way and drop elemental weapons.  As much as I’ve never been a huge fan of focused mind it can be useful  in a raid build – though you could easily switch those points to elemental weapons or imp. reincarnation.  Totemic focus is generally not needed in a raid setting as you will often  able to ‘fire and forget’ your totems for the less-than 5-minute duration of most boss fights in Naxx.  Even in Ulduar there aren’t many fights which require repositioning of totems, either.

Tip from Drug:

In a raid situation, 1/3 healing way works pretty good for me. Sometimes you get an unlucky RNG and it takes some time to get the buff to proc, but if you really need to spam HW over a long time, it really does the trick.

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Addons

For those who’ve never been healers before:

As a healer, a lot of the information you’re going to be digesting will come in the form of health bars.  You need to be aware that only concentrating on these is bad and can lead to healer-in-a-fire syndrome where you’re so busy healing that you don’t realise you’re bringing about your own doom.

Using a good, specialised unit interface for groups and raids can mean you can spend less time figuring out what’s going on and more time staying out of fires. A good raid unit frame will give you health and mana bars, notification of debuffs and, if you want it, buffs as well as being relatively compact so that they do not obscure your view.

Grid / Healbot / VuhDo

These three addons are those recommended by many healers – VuhDo is a new addon which I’ve not tried yet but it’s gotten some good reviews.  Grid and healbot are both tried and tested with Healbot being said to be the easiest to install and get going, but grid being the more customisable and flexible one with many additional specialist modules.  Personally I use grid and I may do a post about the particular way in which I set up grid in the near future.

This addon simply allows you to cast a spell by clicking on your unit frames of choice rather than selecting a person then hitting a heal or using mouse-over macros.  Personally I like to keep my left hand free for trinkets, nature’s swiftness, tidal force, and push-to-talk so clique is perfect for me.  Having a 5-button mouse really helps in this regard – though you can do every shaman heal in your book with a three-button mouse and modifiers!

It is important that you are able to see curses, diseases and poisons on your unit frames so that you can remove them when needed.

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Gear

I started a section on some nice pre-raid pieces and then realised that it really needed a post of it’s own. I’ll link it here when I’m finished with it so <under construction>.

Gems / Enchants Quick Reference

“Wait, what, Tuskarr’s Vitality?  But that’s a tank enchant!”  In a raiding situation I’d take extra run-speed over a tiny bit of mp5 and hp5.  We are not terribly mobile healers and any little bit helps – especially if many of those you’re going to be healing will have some form of movement boost.  Utility here, for me, wins out over raw stats.

In general I’d always use the cheaper enchants unless you don’t expect to upgrade a piece for a long time – the stat differences are often minimal for the extra expense.

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Random Stuff

So you healed at 70…?

Maybe your guild needed an extra resto shammy for raiding, or you switched chars and, for whatever reason, you’ve come into Wrath and you’re not sure ‘what’s changed’.

No down-ranking – You have four direct heals, and none of them is Chain Heal (Rank 5).

Chain Heal is no longer your God – We are now polytheistic and worship all spells more-or-less equally.

Your mana spring totem doesn’t stack with a paladin’s Blessing of Wisdom (improved) so if you have a paladin using that, you should use Healing Stream (or any of the others if they happen to be useful for a particular fight).

You now have a weapon imbue especially for healing – no more stacks of mana oil, woohoo!

Priests still cry about your ‘op raid healing’ despite the gazillion buffs they’ve gotten.  Some things never change.

Practice Makes Perfect

Twee, perhaps, but very true – especially if you’ve never healed before.  Get yourself out there and heal some pvp matches to get used to your key bindings, then hit up some easier instances and, eventually, jump in and grab some heroics.  Never be afraid to tell people you need them to slow down a little bit or wait for you to regen your mana.  If you’re used to playing a priest or druid be aware that you may need to drink a bit more between pulls – shamans don’t regen mana that much faster out of combat than in!

When I first levelled my shaman I was a hyrid ele/resto spec 60-70 so that I could heal.  Without half-decent gear, though, some of the Wrath instances may be tough to heal for an offspec, newbie healer.  Dual specs are expensive but helpful in this regard.  If you cannot afford that then I’d suggest getting to level 78 (or before!) and then switching to a resto spec and then healing your way to 80 from there.  That way, you’ll get plenty of experience, a little gear and, more importantly, realise if healing is for you or not.

Nature’s Swiftness

This spell, contrary to popular belief, does not come married to Healing Wave.  Quite often it will be more useful for you to use in conjunction with Chain Heal so get used to activating it and utilising it in a number of situations.

Links

  • Drug @ Shield’s Up and Faulsey @ Faulsey.com – both of whom read over my post and helped me polish it up.  /hug /kudos
  • Llyra@ Healing Way – Drug linked me to this  blog – she has a number of awesome posts up which are well worth reading for those new and not-so-new to resto-shamaning.  Specific reccomendations are her post on wanted raid buffs and which totems work in raid or party only.
  • Elitist Jerks – Not always the best resource for those brand-new to the class or who are not raiding, but EJ has the number crunching that I don’t.
  • Shield’s Up – Drug is a wonderful resto shaman with good articles about best-in-slot gear,  glyphs and raiding as a shaman in general.
  • Wowwiki – I am terrible with numbers and stats so most of the above statistics / numbers come from Wowwiki.
  • Wowhead – See above.
12 comments

12 Comments so far

  1. YeOldeGit May 26th, 2009 12:35 am

    I’ve just got my soon-to-be-resto shaman to level 40, and this is exactly the thing I was going to look for in a few weeks. Thanks!

  2. Sephrenia May 26th, 2009 8:11 am

    Wonderful guide thanks! I’ve posted it on our guild forum for all to see. I think it helps all healers to know what others can do and even though I don’t have a shaman above level 20, it’s good to learn. That way we can all work better as a team and know each other’s skills etc.

  3. drug May 26th, 2009 9:31 am

    Excellent guide. If I was new to the shaman class, this is exactly what I’d want to read. Every guide that really emphasizes on making use of all shaman spells, not just chain heal, does a great service to the the healig community.

    Tidal Waves hastened LHW/HW at around 0.8/1.3s WILL save lives, so it’s really important to get used to watching this buff a little bit.

    I absolutly have to point my readers to this guide, if you don’t mind of course.

  4. Aurik May 26th, 2009 10:36 am

    @YeOlde & Seph: I’m glad to see you’d both find this useful and I totally agree that understanding other classes really does help when you’re working together!

    @Drug: I’d be honored if you did, Drug, and that you’d consider it worthy!

    Tidal Waves seemed such a small innoccuos addition comapared to the drama-fest which was Riptide at the time – it’s odd how much of a staple it has become – especially in the harder content.

    /hug

  5. Xian May 26th, 2009 11:58 am

    Very nice post. Thank you

  6. swinook May 26th, 2009 1:32 pm

    thanks n8 now i can be super healzor :P, again thank u sensei

    swin

  7. Indigo May 27th, 2009 1:38 am

    Wow Swin…. found something that wasn’t in your Brady guide? :P

    Excellent guide tho!

  8. swinook May 27th, 2009 9:28 pm

    lol it wud have been if it wanted too :P

  9. Doodlesbury September 3rd, 2009 10:07 pm

    brilliant, really concise and easy to read, goes into just the right amount of detail. I have literaly just gone resto with my shammy, and this really helped.

    cheers

  10. Nybras October 22nd, 2009 11:42 am

    Excellent i ventured into healing for the first time and this guide really really helped thnx alot

  11. Rahz December 20th, 2009 6:32 pm

    Thank you so much for this page. It has been very helpful.

    I have posted this site in our forums on our website.

    Again thank you so much.

  12. Building a better resto shaman alt | Restokin January 31st, 2010 4:46 am

    [...] great resource for learning about shaman healing is the guide over at slash hug. This guide goes into the basics of talents, spells, addons, gear and stats for people who are new [...]

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