1. May 5, 2012  

    [Guide] Restoration Shaman

    4.0.6 Cataclysm - Myrevolution's Restoration Shaman Guide PvE



    0. Table of Contents

    1. Introduction
    2. Shamans' tools
    3. Roles as a shaman
      • Raid Healer
      • Tank Healer
      • Mana Battery
    4. Talent and Builds
    5. Glyphs
      • Prime
      • Major
    6. Statistics
      • Intellect
      • Spirit
      • Haste
      • Crit
      • Mastery
      • Mail Specialisation Problem
    7. Lost Synergy
    8. Gemming
      • Meta
      • Other sockets
    9. Enchanting
    10. Gear (building up)
      • BiS Trinkets (new!)
    11. UserInterface
    12. Afterword
    1. Introduction

    Welcome! This is my Restoration Shaman Guide, updated for 4.0.6. It is intended to be useful for extra tricks or scaling numbers or talent-ideas for everyone, new and seasoned.

    Please DO NOT use this thread for asking questions or discussing problems with restoration like "I'm bugged/My spells don't work" and similar. This thread is made for players that want to debate the FAQ or theorycrafting how to heal better.

    If I made any mistakes or you are sure about any talent post down there, I'll be updating my guide and checking out what is going on.

    Special Thanks to Pearroc and Aanze for giving me inspitation and informations.

    P.S. If you have to abbreviate my name, Myre is just fine, thanks.

    Common Abbreviations used in this guide:
    HW: Healing Wave
    RT: Riptide
    HS: Healing Surge
    ES: Earth Shield
    ELW: Earthliving Weapon
    CH: Chain Heal
    HR: Healing Rain
    UE: Unleash Elements
    MTT: Mana Tide Totem
    HST: Healing Stream Totem
    HoT: Healing over time
    HPS: Heal per second
    SWG: Spiritwalker's Grace
    Oom: Out of Mana
    CD: Cooldown
    BWD: Blackwing's Descent

    2. Shamans' tools

    Taken from Carighan Restoration Shaman Guide - MMO-Champion.
    So assuming you decided you want to join the ranks of Awesome Healing (tm), what do you actually have to make that happen?

    Costs all include 3/3 Tidal Focus, so you'd have to add ~6,5% to all manacosts if you were to not have it. That being said you want Tidal Focus, so it makes sense to include it's cost-reduction.


    Healing Wave (HW)
    1981 mana - scales with ~30,5% of your Spellpower.
    This heal is your bread&butter spell. Small, cheap as dirt, you can spam this all day long. Do exactly that whenever you got nothing else you need to cast, fill up with Healing Wave

    Greater Healing Wave (GHW)
    6607 mana - scales with ~80,5% of your Spellpower.
    As slow as Healing Wave but much much costlier and more powerful, this is the heal of choice when a single person has taken a whole lot of beating and needs to be healed up.
    Generally reserved for tank-healing purposes, if spammed with the benefits of Tidal Waves the raw healing output becomes scary.

    Healing Surge (HS, although some still call it LHW from it's old name, Lesser Healing Wave)
    5946 mana - scales with ~60,5% of your Spellpower.
    Pricey, somewhere between Healing Wave and Greater Healing Wave and damn fast, this is the heal you want to use whenever someone took unexpected damage and can be expected to take damage again in the near time (so healing up with the slow Healing Wave is just not an option).

    Earth Shield (ES)
    4183 mana - each heal it produces scales with 15,2% of Spellpower
    The signature spell of your Resto line-up, it helps smooth out damage on a single target and increases your healing on it by 15% via a talent. Always use it on someone, ideally a tank. Always use it!

    Riptide (RT)
    2202 mana - direct heal scales with 23,4% of Spellpower, HoT with 7,5% per tick.
    Your 31 point talent. Solid heal with a HoT part, it procs Tidal Waves and synergizes with Chain Heal, making it an extremely potent ability. As it's really cheap, you can rather carelessly use it on whoever has taken some damage. In fights where you need Chain Heal usage, keep it's synergy in mind so you don't end up accidentially eating all your Riptide effects.

    Chain Heal (CH)
    3744 mana - first heal scales with 32% of Spellpower.
    Loses 30% of it's healing every jump, jumps 3 times.
    Your answer when a group of clustered characters take damage, this spell is highly efficient if it gets to jump around. It requires a good feel for where to aim it, as it's jumping range from char to char is limited to ~12y. Alternate which target of a group of players you cast this on to smooth out healing, and remember it procs Tidal Waves and can consume Riptide for extra healing.

    Healing Rain (HR, or just Rain)
    10130 mana - each tick scales with 8,3% of Spellpower.
    This is ground-targetted, and then creates a weird-looking light blue ground target with some liaht healing going on inside it. Due to the nature of it's healing it cannot directly save anyone, but the overall healing effect if people are all stacking up for it is very potent, especially as it gives you a good chance to proc Ancestral Fortitude on someone inside it. The procchance of Earthliving Weapon sadly is reduced, so there is no mass-ELW-potential in it. Still, if you got the mana and you got the bunched up group of people, this is a very powerful heal to fire at them - and you can continue casting while it works, too!

    Earthliving Weapon (ELW)
    HoT-proc scales with 5,8% of Spellpower per tick.
    Your weapon enchant of choice grants you a sizeable amount of +spellpower - if limited to healing spells only - but more importantly it gives you a 20% chance to proc a free HoT onto someone you heal, doesn't matter how you did it specifically. This is rather strong as it means you constantly have your heals "echo" and fix the last few points of damage on their own.

    Unleash Elements / Unleash Life (UE or UL)
    1640 mana
    A new ability from Cataclysm, you can now produce a fairly small direct heal (but it's cheap!) on a single target as long as you have Earthliving Weapon on your weapon. More importantly however this effect increases your next heal spell by 20%, which is quite the pacemaker for our healing.
    Just keep in mind that you don't necessarily want to use it just as it comes off cooldown.

    Cleanse Spirit
    3280 mana - heal scales with 14,1% of Spellpower per point in Cleansing Waters
    Yes, it heals for enough to be counted as an actual healing spell! Provided you took the Cleansing Waters talent, which is entirely optional but rather unique in that it allows you to counteract a widespread-applied DoT via dispelling it, instead of having to worry about the mix of dispelling and healing other healers have to do.
    Keep in mind though that it will not heal for anything if there's no debuff to be dispelled.
    3. Roles as a shaman

    Since Vanilla Shamans have been master of nothing class. Our arguably overpowered apex in Sunwell made Blizzard to care to not let this happen again. On the contrary to the other classes there is no one true way to play restoration shaman, yet a set of different roles in your raid to help them reach your goal.

    a. The Raid Healer
    This is simply the easiest role to understand, but it's the toughest to pull off. Your role is to provide the necessary HPS to keep whole non-tanks-raiders alive.
    HR is amazing spell for it, however it scales well with five or more people standing in healing circle. It is important to notice that with HR, Earthliving Weapon procs very often, making it even better. Rest of "free time" you can use fulfilling the rotation by your signature move, Chain Heal. However, HR and CH is useless if your DPSes do not stand in it or the raid is spread out. You loose huge amount of HPS, so it is good to know where people are standing.
    Also you have to remeber about one of the most efficient shaman's spells, which is Riptide. Keeping it on CD is really important, due to the fact that RT provides 20% healling bonus to your CH.

    b. The Tank Healer
    Throughout WotLK paladins were the tank healer period. In Cataclysm this role can be filled by every class with better or worse result. Shamans turn out to be very good at it. Earth Shield with Ancestral Healing give passive buff to the tank and our outstanding Mastery can top barely living player even faster than paladins.
    But don't start being too happy, still we are missing emergency instant spells and Beacon of Light mechanic remains paladins as a better more than one tank healers. When you are trying to keep tank alive, you have to remember about ES and keep RT on tank.
    In "free time" spam Healing Wave, in "oh %#$&!!" situations use Healing Surge and top tank's HP using Greater Healing Wave.

    c. The Mana Battery
    Mana Tide scales for every healer in raid, so remember that you cannot pop it, just because you have no mana. It should be used to provide a profit to all raid. Always keep that in mind when you are using it.

    !NOTE!: It works.

    4. Talents

    Since WotLK, talents have changed much. Trees are shorter now and include 31 points that could be spend in Restoration/Enhacement/Elemental trees. Some talents are optional, yet still there are compulsory that should always be taken.
    "NOTE"s include informations about bugs; Im still in testing phase so please be patiens or you can help me out sending me opinion about talent.

    a. Restoration Tree



    Ancestral Resolve - optional talent; when you are having problems with surviving harsh fights, this talent can be worth taking.
    NOTE: Tested. Works.

    Tidal Focus - for most cases it is compulsory talent, saving your valiable resource - mana; if you are not having mana issues you can skip it. NOTE: Tested. Works.

    Spark of Life - compulsory talent; 6% boost to your healing plus better survival. NOTE: Works.

    Improved Water Shield - a must-take-talent; don't skip it, our mana regen talent. NOTE: Works.

    Totemic Focus - longer Mana Tide alone is worth this talent. NOTE: Works.

    Focused Insight - this is an optional; if it can be timed right, you are able to increase your output heal. It doesn't work with HR, moreover you can miss your shock spell with no hit rating. NOTE: Works.

    Nature's Guardian - it's a mandatory talent for PvP, but for raiding it is not worth taking. NOTE: Not tested yet.

    Ancestral Healing - compulsory talent; even though Priests' Inspitation and this overwrite each other. NOTE: Tested. Works.

    Nature's Swiftness - one point for pure CD talent makes it mandatory talent; our only CD in the game right now to save someone's life. NOTE: Works.

    Nature's Blessing - worth taking if you have to bring heals onto a tank; if you are assigned to raid healing, you can consider taking it. NOTE: Works.

    Soothing Rains - compulsory talent; with this talent having HST in raid makes huge difference in your HPS; also providing addtional boost to Healing Rain. NOTE: Works.

    Improved Cleanse Spirit - depending talent; when you are sure that you won't be dispelling any magic effect is not worth taking. NOTE: Works.

    Cleansing Waters - optional talent; this is pretty unique talent, only shamans can dispell + heal in one spell, which makes it better PvP talent than PvE, also can crit. NOTE: Works.

    Ancestal Awakening - mandatory talent; procs with crits, giving good boost to your output healing.
    NOTE: Works.

    Mana Tide Totem - all shamans are obbligate to take that; 400% your spirit buff for all raid members makes it best Mana-regenartion-talent. NOTE: Works.

    Telluric Currents - optional talent; if you find moments to throw Lightening Bolts meantime(?) you can take it; however, it has long time cast and chance to miss. NOTE: Works.

    Tidal Waves - compulsory talent; actually our healing mechanics are based on it, so it should never be skipped. NOTE: Works, but not as intended. BUG TRACKER LINK

    Blessing of the Eternals - compulsory talent; unless you are healing only tank, then you can consider taking it. NOTE: Back on testing.

    Riptide - a single target heal, one of the most efficient comparing healing done/mana cost; you should always take it. NOTE: Works.

    Purtrification - a passive bonus to healing - 25%. NOTE: Works..

    b. Enhancemanet Tree




    Elemental Weapons - compulsory talent; the passive benefit to our ELW and UE. NOTE: Works.

    Focused Strikes - skip it; pure Enhancement talent.

    Improved Shields - mandatory talent; 15% increase mana taken by WS and healing done by ES. NOTE: Works.

    Elemental Devastation - skip it; pure Enhancement talent.

    Flurry - skip it; pure Enhancement talent.

    Ancestral Swiftness - the increase to run speed alone makes it worth taking; now, you can use Ghost Wolf indoors, so you can avoid any damage faster. NOTE: Works.

    Totemic Reach - optional talent; if you are obbligated to provide rather totem's bonus and you can find some raid members too far, this can help, a lot. NOTE: Works.

    c. Elemental Tree



    Acuity - this talent is actually only elemental one worth taking for PvE. NOTE: Works.

    Builds
    Trying to find 4.0.1 Cataclysm Talent Calculator.

    This is normal spec I'm using all the time. It provides good AoE and single target heal.



    This spec with Telluric Currents gives you possiblity to regain mana in "free time".



    Uploaded with ImageShack.us

    5. Glyphs

    a. Prime

    Mandatory Prime Glyphs of:

    3rd depends on your mana situation:


    b. Major


    These are 4 main that you should use. Glyph of Healing Wave and Glyph of Healing Stream Totem can be swapped, but mainly Glyph of Healing Stream Totem is better, because most fights brings elemental damage.

    6. Statistics

    Stats Ratings

    When you are forced to use it, use these. But keep in mind that there is no stat ratings, so you fool yourself.

    Stat Weight
    Intellect =100
    Spell Power = 83
    Spirit = 75
    Haste Rating = 60
    Crit Rating = 60
    Mastery Rating = 60
    Stamina = 8.75


    Try to do not take those values too seriously, because it is not a rule.

    a. Intellect
    It's your main stat. Get a lot of it. No matter what, this stat is never wrong. Intellect increases your Spell Power, Mana and Spell Crit. You gain 15 mana and 1 Spellpower per 1 Int, and 1% Spellcrit per every 650 Int.

    b. Spirit
    Your best friend, whether you don't want to Oom too fast. With Meditation bonus it is considered to reach about 2k passive in-combat mana regen. Personally I'm trying to be around 2,5k mana regen, which is perfectly enough for BWD ecounters.
    Ratio is rather compicated and also it depends on Intellect, so for calcuations I send you to RatingBuster.

    c. Haste
    Haste is the main throughput secondary stats. It has negative influence on your mana regeneration, more haste = more spells = more mana burned. However, it has additional benefit, causing your HoT spells - RT, ELW, HR - gain additional tick, so getting a Haste cap should provide great bonus to our HoT spells.
    In short, 916 is the most common value that is taken as a cap. But Haste rating breakpoint can be affected by Wrath of Air (+5%), gobin racial (+1%) or having Dark Intent (+3%). This cap is an effect of ELW, HR, RT calculations, posted below in tables. To get 1% Haste, you need 128 Haste Rating.

    TABLES FROM ELISTS JERKS

    Speciall Thanks for this content to Aanze

    d. Crit
    Very often not appriciated stat for shamans. Providing more healing, procs Ancestral Awakening and Ancestral Healing, and Resurgence. So, gives more boost to healing and mana regeneration. You should consider stacking it after Haste cap.
    To get 1% Crit, you need about 180 Crit Rating.

    e. Mastery
    Deep Healing
    Mastery is a new stat added in Cataclysm that allows us to heal more on deeper wounded players. That means when healing a target with 100% health, we heal him for basic amount. However, when your target has 1% we can heal for quite a bit more. Deep Healing is considered as a one of the best healing mastery, so it's a large misunderstanding taking it as a our worst stat. On the other hand, mastery is rather situational, because in the most of cases it won't be used in 100%.
    To get 1 point of mastery and hence 2,5% Deep Healing, you need circa 180 Mastery Rating.

    Whether you asked me for one rough stat chain, I'd say:
    Intellect > Spirit (til you are not Ooming just after few spells) > Haste Cap (916) > Crit > Mastery > More Haste.

    You need to keep in mind what is your role in group, as well as group size. For example, if you are providing Ancestral Healing buff you'll be more interested in Crit. Saying that there is only one way up to the top, is a huge mistake. Commonly, any stat is not bad. It really depends on your actual role in raid group. Also you have to remember about Reforge option, which gives us possiblity to check different ways. Cataclysm brought here fresh content to shaman class.

    Mail Specialisation Problem
    Mail Specialization
    As a new Shaman this could be a problem, because sometimes it is hard to find and drop different mail pieces. So when you are at blue/blue hc, you shouldn't care about it. Actually having over 3500 base Intellect, can bring a nice profit +175 additional Intellect. Lower values shouldn't be interesting for you.

    7. Lost Synergy

    We have got four buffs, affecting our healing: Deep Healing (our Mastery), Focused Insight (the talent), Nature's Blessing (the talent) and Unleash Elements (the baseline abblity).
    They seem to affect any of our spells, but nothing is so simple. Some mention direct heals, anothers don't. I'll uncover those mysterious mechanics to make life easier.

    a) Healing Wave, Healing Surge, Greater Healing Wave are always affected.

    b) Deep Healing does not affect: Riptide' HoT effect, Earth Shield, Earthiving Weapon proc.

    c) Focused Insight does not affect: Riptide' HoT effect, Earth Shield, Earthiving Weapon proc, Healing Rain.

    d) Unleash Life does not affect: Earth Shield, Earthliving Weapon proc, Healing Rain.

    e) Nature's Blessing does not affect: Earth Shield (yeah, strange), Earthliving procs, Riptide but only when it is casted before Earth Shield on target.

    Try to take care about this, just simply because you can be fooled by the mechanics when your raid member die, because you though that HR will heal more after UE. It is good to know those things. Most of them are natural and can be easily memorized.

    8. Gemming

    Meta
    There are few gems that can be considered, but in most cases Ember Shadowspirit Diamond seems to be the best.
    So there are:


    Other sockets
    Underlined are recommended by myself.

    Red Sockets


    Blue Sockets

    Yellow Sockets


    9. Enchants
    1. Helm - Arcanum of Hyjal - Hyjal Revered
    2. Shoulders - Greater Inscription of Charged Lodestone - Therazane Exalted
    3. Cloak - Enchant Cloak - Greater Intellect - Enchanters
    4. Bracers - Enchant Bracer - Mighty Intellect - Enchanters
    5. Chest - Enchant Chest - Peerless Stats - Enchanters
    6. Gloves - Enchant Gloves - Greater Mastery - Enchanters
    7. Legs - Powerful Ghostly Spellthread - Tailorers
    8. Boots - Enchant Boots - Haste or Enchant Boots - Mastery - Enchanters
    9. Shield - Enchant Off-Hand - Superior Intellect - Enchanters
    10. Weapon - Enchant Weapon - Power Torrent or Enchant Weapon - Heartsong - Enchanters


    10. Gear
    Going to be released as a new thread. Waiting for more content avalible.

    BiS list by Shathor

    a.) Trinket Dilemma

    Recently, I've been getting questions about BiS trinkets available for Resto Shamans. On demand, I'm making short decription of all trinkets in the game, at the moment. So, let's take a look into it.



    This table has been, provided by Jadiera, shows all 4.0.6 trinkets currently in the game. As you can see Jar is pretty much outputting every other with astonishing 5,9k regen. What's the case then? Well, the problem is that Jar doesn't give any other buff than Spirit. Neither Intellect, nor offstat. That's why it's so bad, comparing to other, because even though you will have higher MP5, the output healing done will be actually lower, comparing to eg. Darkmoon Card: Tsunami.

    My choices are DC:T and Doll. Undoubtable power of DC:T, which can be used even up to 4.3 patch, where finally you'll get better version Heart of Unliving, is proved by the numbers. Then, why Doll? Same thing - look into bracket - used on cooldown can give 4200 mana! At the same time +321 Intellect passive buff makes it gorgeous, in that case better than Fall of Morality (which has 75 sec internal cooldown).

    So, what's the path of getting good pair of trinkets. Take a look:



    The Alchemist trinket, which is included in flowchart, is rather poor as a regen trinket, unless you’re talking about shorter fights, or confirmed use with Potions of Concentration. It works on Mysterious Potions as well, often a favored pot use in hard modes because it also restores health, but it’s harder to chart out because of random returns. However, it has the strongest individual stats of any trinket, with static Int, a red socket, (adding up to 50 more Int) and static haste, which can even be reforged.

    11. UserInterface

    You should customize your UI, before you'll go on any raid. Addons can provide huge help into your healing. But as a Resto Shaman what do you need? Well, there're few things, which are able to help you out. I'll going through my UI, to show, what's important in building UI. Ok, so lets get started.

    That's how it looks.


    Starting from the center. As you can see, in the middle of my screen is Grid. This is outstanding raid frame for healers and there's a lot of discutions, between Healbot and Grid. Personally, I tried Healbot and it's much more easier to configure straight away, but Grid gives more possibilities, mods, things that you can set up for your own whims. If you want to use Grid smoothly, you have to get Clique as well.
    Grid Download Link
    Clique Download Link
    Additional Indicators 1
    Additional Indicators 2
    AutoSizeFrame

    Next to the Grid is Pitbull. That's a Frame, which allows you to change Default Blizzard's Player/Target/Focus (etc) Frames. It's cleaner, better, giving more info about your or other character and highly setup-able than standard ones.
    Pitbull 4.0 Download Link

    I had to match my bars to UI, so I decided to use Dominos addon. Some say that Bartender is better, but, honestly, I do not see the difference.
    Dominos Download Link

    To measure my cooldowns I use two addons - Forte and PowerAuras. PowA probably is the best addon ever made. Completely amazing tool. I'll post SS, in which you can see all tracking cooldowns.

    I turned on all available, so it looks kinda messy, yet during raid I haven't met this kind of situation that all shown are turned on, so normally it's clear and nice. Forte provides a little pop, just over my character, when CD comes off.
    ForteXorcist Download Link
    PowerAuras Download Link
    My Power Auras link

    Next coming Quartz. Pretty standard addon, changes cast bars. You can move then, design them etc. Although additionally tracks buffs/debuffs on my target (bars over target).
    Quartz Download Link

    Totems have been always a problem for me. Some of them I hardly use, but still I want to have just in case all accessible. Since I've got FloTotemBar, I have all totems in one place, plus they're not taking a lot of space.
    FloTotemBar Download Link

    To measure my performance, I use Skada. Yet, to be honest, I could also switch to Recount, even though he's "heavier" for GPU. Additionally Skada suits better to this kind of UIs.
    Skada Download Link

    Prat is an addon, which is changing your chat. If you feel free with your GPU, I'd recomment you this as a best for Chat Modes.
    Prat 3.0 Download Link

    Sexy Map - for customization of my map. Not needed of course.
    Sexy Map Download Link

    More coming out soon, if you like it or you need any help with it, leave me a post.

    Addons hosted by Curse.com

    12. Afterword
    I hope you enjoyed reading this guide, and what's more important, I hope that this guide help improving your gameplay, no matter at what stage you are. Any comment, eventual talent check ups are nice to see, I'll be updating this guide later on.

    Also if this guide will meet a good feedback, maybe I'll write another one for next update or PvP one, you can leave what would you like to see next in a comment.

    I really apologize for my probably bad grammar or words' selection. It's not my native language, and I'm still learing it, so any corrections would be nice too, but send me them as a PM.

    If you want any help in-game and talk to me, whisper Myrevolution on Frostwolf Realm, I'd try to solve your problems.

    Thanks for reading, Myre.

  2. May 6, 2012  
    Blurry's Avatar
    Blurry
    Guest
    Finally a good guide =)

    I hope some gear will be included soon

    I dont know if this is a FAQ for you but in which value Mastery starts to make a difference?

    Regards

  3. May 6, 2012  
    Finally a good guide =)

    I hope some gear will be included soon

    I dont know if this is a FAQ for you but in which value Mastery starts to make a difference?

    Regards
    I said "FAQ or theorycrafting" so this is rather the second one. :)

    To be honest, even base "8.00" makes a difference, but I'm trying to be around 10, actually saying I have 10.30 now. With that I can take player from death's claws, just by one GHW.

    When I was stacking mastery and reached over 13 and with Unleash Life, I could make 90k crit GHW. That was kinda fun, but it's rather pure "for fun". You won't be needing this in Raid, so I'd say 10 is a perfect number.

  4. May 6, 2012  
    speginator's Avatar
    speginator
    Guest
    this is gona help a lot for new resto shaman.. but I like also to add Totemic Reach also for Focused insight and Telluric currents just skip these, they are more like pvp talents... spamin shock on boss fight could be lil hard for some extra bonus on heals....

    btw try to highlight/color stuff like stat chain cuz most peeps are here for it ;)

    Intellect > Spirit (til you are not Ooming just after few spells) > Haste Cap (916) > Crit > Mastery > More Haste.

  5. May 6, 2012  
    this is gona help a lot for new resto shaman.. but I like also to add Totemic Reach also for Focused insight and Telluric currents just skip these, they are more like pvp talents... spamin shock on boss fight could be lil hard for some extra bonus on heals....
    (...)
    Totemic Reach has universal purpose, because you can be added as a Buff Bringer and you don't want to skip any raid members with your buff, then.

    Focused Insight - yes, I'd agree with you. Although, if you can predict massive incoming damage (eg. Double Strike one Chimaeron), it can save your but, but still you are loosing GCD and it's rather rare situational use.

    Telluric Currents imo is designed for PvE. I'd not recommend this on PvP, where you are kite'ing, snearing, losing enemy. This is perfect talent on eg. Magmaw, when he is pinned to the ground.

  6. May 6, 2012  
    I said "FAQ or theorycrafting" so this is rather the second one. :)

    To be honest, even base "8.00" makes a difference, but I'm trying to be around 10, actually saying I have 10.30 now. With that I can take player from death's claws, just by one GHW.

    When I was stacking mastery and reached over 13 and with Unleash Life, I could make 90k crit GHW. That was kinda fun, but it's rather pure "for fun". You won't be needing this in Raid, so I'd say 10 is a perfect number.
    16.03 mastery --> 100k record crit heal from low life with GHW and ance procced.... :D:D

  7. May 7, 2012  
    Pretty good guide.
    As the person above said, Im also using Telluric Current in those situation where you dont actually have to heal.
    As for the gear, here's a list with optainable healer items for patch 4.0.6. It's sorted
    to some extend and I'm trying to keep it updated:
    http://forum.molten-wow.com/showthread.php?t=146398

  8. May 7, 2012  
    Pretty good guide.
    As the person above said, Im also using Telluric Current in those situation where you dont actually have to heal.
    As for the gear, here's a list with optainable healer items for patch 4.0.6. It's sorted
    to some extend and I'm trying to keep it updated:
    http://forum.molten-wow.com/showthread.php?t=146398
    I know I saw it, but I meant to do strict BiS list. Take only one best item per slot, where I'll include loot from all 4.0.6 (BoT, BWD, ToW and their HC versions), not only avalible.

    Or maybe you want to replace me in doing it. :)

  9. May 7, 2012  
    I know I saw it, but I meant to do strict BiS list. Take only one best item per slot, where I'll include loot from all 4.0.6 (BoT, BWD, ToW and their HC versions), not only avalible.

    Or maybe you want to replace me in doing it.
    Oh no, it's hard enough to keep that list updated. However could you rename it from BiS to Available Item List or something? Actually I wanted to rename my thread aswell, but I can't. Its not BiS list I agree with that.

    You might want to add some special profession enchants, like the Draconic Embossment - Intellect from LW, that gives 130 int on your bracers

  10. May 12, 2012  
    CLGT's Avatar
    CLGT
    Guest
    Purification is bugged
    a hot fix in 4.0.6 has buff Purification to 25% increase healling not just 10% (http://us.battle.net/wow/en/blog/2259389)
    in bug tracker it is marked as fixed but its still bug .please lets them know

  11. May 12, 2012  
    rcgn's Avatar
    rcgn
    Guest
    Nice guide. Saw a bit from other guides but well compiled and fixed things for molten. ^^

    And I'd say Crit is probably the best stat to go for to heal heroic dungeons since it works as a thoroughput and regen stat. Then aim for 916 haste as you start 10mans. That would probably be the most basic stat priority you could follow if you have no idea what you're doing.

    Otherwise, you wouldn't really need this guide if you did ^^


    Anyway great job on the guide and it should help a lot of people out :D

  12. May 12, 2012  
    Blurry's Avatar
    Blurry
    Guest
    Still hasn't played with my shaman but i dont know what value should we obtain of Crit to stack more Haste after the soft cap of Haste

    Anyone knows?

  13. May 13, 2012  
    Still hasn't played with my shaman but i dont know what value should we obtain of Crit to stack more Haste after the soft cap of Haste

    Anyone knows?
    You can stack it without limits. More Crit > Better Healing and MP5.

  14. May 13, 2012  
    Purification is bugged
    a hot fix in 4.0.6 has buff Purification to 25% increase healling not just 10% (http://us.battle.net/wow/en/blog/2259389)
    in bug tracker it is marked as fixed but its still bug .please lets them know
    I was happy shaman might get buffed for a minute.
    Originally Posted by KosmoKoz
    This bug was fixed about a month ago. However, the client will still display the old value.
    :( I didn't feel any increase in healing. Actually the only thing that happend, was that druids rocketed in the sky on the healing meter and shaman stay where they were.

  15. May 14, 2012  
    Blurry's Avatar
    Blurry
    Guest
    You can stack it without limits. More Crit > Better Healing and MP5.
    True but in your guide you have this:

    Intellect > Spirit (til you are not Ooming just after few spells) > Haste Cap (916) > Crit > Mastery > More Haste.

    What % of crit should we have to stack more haste in your opinion?

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