Funkymusic, hi!
I awaited for some uncommon Resto Shaman guide 3.3.5a for a long time, because the one on the forum was deleted and another, published by Korben is too old and have many suggestions after the latest fixes. IÔÇÖm going to level up a Resto Shaman; already leveled to BiS an Ele one and to under BiS an Enh one.
Reading your guide and few quotes I see that you know more or less how itÔÇÖs working and what you are talking about.
In general, I have some skills with my 6.1kGS Resto Shaman and I cant use this guide to improve my skills worthy for BiS level. Its good for some AVG players, which using 50% of class performance only, to level for raiding in Normal raids, to get the Kingslayer and after this to delete their account and game. I dont understand why your guide is so poor and plain like a lot of other Internet DPSclass guides: 1. Use this talent, 2. Use this weapon, 3. You have this spell. You didnt know?, 4. Use this glyph . And after all no one understand how its working all together!
 on Molten there are two types of players: complete new and Veterans, which are interested in some deep concepts while they leveling some ALTs.
I think, you should add the second chapter for dedicated concepts, which should include the formatted quotes of this thread, because these advances are really good (by Bleu, PandaMania and Shadowirk). I donÔÇÖt understand your Talent Tree decision and why ÔÇ£no Elemental Weapons?ÔÇØ always.
The main problem: many threads and guides holding some concept like talent, spell, Glyph and entire guide or play style is built around that concept. I rarely saw the situation when are described few concepts and explained how they are working all together.
My vision of Resto Shaman Gameplay
Restoration role, as any tanking in-raid role, has many variations to build the Set depending by play style and required functions (they are not DPS casters/melees).
I see 4 different Restoration Shaman Sets:
Set 1 (Pure AoE healing).
Set 1 Talents Tree: the link.
Set 1 Glyphs: Glyph of Chain Heal, Glyph of Earth Shield (the one, which have the best value in return of HPS), Glyph of Water Mastery or Glyph of Earthliving Weapon (better).
Set 1 Weapon: Val'anyr, Hammer of Ancient Kings .
Set 1 Relic: ] Totem of Calming Tides.
Set 1 Trinkets: Althor's Abacus and ] Glowing Twilight Scale .
Set 1 Stats: You are right: ÔÇ£For AoE healing the HASTE and random HoTs are superior (even OMGWTF mace shields)ÔÇØ. The chosen trinkets are just superb for this set if you know how to play this set and donÔÇÖt cast Riptide (Such huge mana drain spell) like crazy.
Set 1 Concept and Tips: I didnÔÇÖt dropped 3 points into Ancestral Healing = 10% physical damage reduction, because your main task is raid healing and usually casters, healers and other melee DPS donÔÇÖt take massive physical dmg from the boss. If there are some encounters where some trashes will appear, than you can replace the Ancestral buff with ValÔÇÖanyr shield and HoTs. Just imagine, -10% ph dmg reduction from 5000 trashes hit = 500 dmg -> pfff. Improved Earth Shield is great, but currently bugged, moreover he isnÔÇÖt supported by Improved Shields (approved). The last 2 points I dropped into the Healing Grace, because there are no better option until Improved Earth Shield will be fixed. About the Elemental Weapons is written below. Required to cast the Riptide on random raid units, just to buff our Chain Heal. Spells: CH 60%; HW 10%; Riptide 30%.
Set 2 (Basic AoE healing with some single target healing).
Set 2 Talents Tree: the same as for Set 1.
Set 2 Glyphs: Glyph of Chain Heal, Glyph of Riptide, Glyph of Healing Wave.
Set 2 Weapon: Val'anyr, Hammer of Ancient Kings or Royal Scepter of Terenas II .
Set 2 Relic: ] Totem of Calming Tides.
Set 2 Trinkets: the same as for Set 1 or replace the Twiligh Scale with or Solace of the Fallen
Set 2 Stats: the same as for Set 1.
Set 2 Concept and Tips: For Set 2 changes happens into Glyphs and gear basically. This time is required to keep the riptide buff on some target like a beacon (usually the MT or OT) just to improve our CH and is required to use HW more frequently to instantly heal any unit under 50%. Frequent Riptide and HW requires more MP5, which itÔÇÖs possible to regain from Solace trinket. This Set concept is similar to PandaManiaÔÇÖs explanations. Spells: CH 50%; HW 20%; Riptide 30%.
Set 3 (Tank support healing).
Set 3 Talents Tree: the link.
Set 3 Glyphs: Glyph of Chain Heal, Glyph of Riptide, Glyph of Healing Wave or Glyph of Water Mastery (better).
Set 3 Weapon: Royal Scepter of Terenas II .
Set 3 Relic: ] Totem of the Surging Sea.
Set 3 Trinkets: the same as for Set 2. At low MP5 pair the Solace with Purified Lunar Dust.
Set 3 Stats: You are right Funky: ÔÇ£Passing slowly into tank healing, we should improve our Spell Power, MP5 and Intellect. More 1000 mana HWs = more mana drains with greater chance to overhealing.ÔÇØ. The haste has lower priority here.
Set 3 Concept and Tips: This set using 3 points of Ancestral Healing (-10%ph dmg), which buff should be held on MT and OT all the time. Without a lot of CH spells the number of Earthliving HoTs should be more less so no need in Elemental Weapns talent (which points must be transferred to Ancestral). I recommend the Glyph of Water Mastery, because this Set play style is the most boring, annoying and mana drain one. And try to use Flask of Mojo with ÔÇ£this SetÔÇØ. Switch Riptide beacon from MT to OT respectively to taking damage. Due to frequent Riptide itÔÇÖs good idea to keep Surging Sea Relic, because his buff is easy to hold at 3 stacks now. Spells: CH 30%; HW/LHW 30%; Riptide 40%..
Set 4 (Main tank healer).
Set 4 Talents Tree: the link.
Set 4 Glyphs: Glyph of Healing Wave, Glyph of Lesser Healing Wave, Glyph of Earth Shield (optional).
Set 4 Weapon: The only one BiS Royal Scepter of Terenas II .
Set 4 Relic: ] Wrathful Gladiator's Totem of the Third Wind. Surprised?
Set 4 Trinkets: the same as for Set 2
Set 4 Stats: SP, Intellect, Spell Crit.
Set 4 Concept and Tips: Yes, there is a sense to switch 2 points from one partially bugged Improved Shields (for healers) talent to another one ÔÇô Improved Earth Shield. This will make our life just easier ÔÇô will not force us to refresh Earth Shield so frequent, as a result we shall not waste GCD on it, we shall use addition GCD on HW, LHW or Riptide. The MP5 and Intellect are very important here, because here is required a lot of mana regeneration and the powerful HW spell is improved very well by Nature's Blessing *. Through increased Intellect (gems, gear, enchants) the Spell Crit increases proportionally. The Spell Crit is valuable for this Set, as strange as it sounds, because Ancestral Healing buff (-10%ph dmg) procs after healing spell crit and moreover it increases the procs of Improved Water Shield talent as a result ÔÇô more mana regeneration even with only one point into Improved Shields talent!. The Glyph of Lesser Healing Wave is optional, because through LHW we can force on the Ancestral Healing buff faster with addition +20% healing if the target have Earth Shield up, during the tank healing. If the tank takes not so huge dmg burst (Saurfang, Rotface, BPC, BQL and e.t.c) the LHW is very valuable and, due to Set4 options, empowered spell to heal without overhealing, to put Ancestrall buff, to save 50% mana during the Tidal Waves. For Example, the LK25HC hits for ÔÇ£insaneÔÇØ 125000 dmg; a 40k armored (-72% ph dmg) tank takes like 32-35k direct dmg; Ancestral Healing buff reduces this dmg by max 3500 point (not bad); with good block value of 2200 the constant direct dmg is reduced by 5700! OR 125000*(-10%)=12500, 125000-12500 = 112500*(-72%) = 31500 dmg. IDK which stat reduces the damage firstly, but the final direct damage will be the same practically.
Tip*: Nature's Blessing works with both Intellect from gear, spells like Arcane Intellect and Blessing of Kings, consumables, and the Ancestral Knowledge talent. The talent provides a significant bonus to healing done just from base Intellect, and healing spell power gained increases as the shaman's gear improves.
About Elemental Weapons Talent and AoE healing.
During AoE healing this talent is important, because using glyphed CH we can put at last one Earthliving HoT on a target but AVG chance is 2 HoTs per GCD CH. Due to Blessing of the Eternals the chance of Earthliving is 100% on units below 35% HP. The Earthliving HoT of 652 over 12 sec is practically identical to Riptide HoT of 639-691 over 15sec. With well known casting concept of Riptide -> CH->HW->CH->CH->Riptide itÔÇÖs possible to hold like 7-10 HoTs on raid units using T10 4 set bonus. With OMGWTF mace even more. The Earthliving+Riptide pair HoTs works similar to Resto DruidÔÇÖs Rejuvenation, but not so manageable. For example, during SaurfangÔÇÖs encounter no matter you using manageable Rejuvenation or unmanageable Earthliving you can go to prepare some coffee, because all healing job will be done by tank healer. During healing intensive encounters like Halion shadow realm, BQL, Sindragosa, Rotface, Festergut or PP both kind of HoTs will work fine. These HoTs will help to heal targets over 80%HP without to cast so powerful spell like HW = 90% Overheal, as a result of old Resto shaman problem ÔÇô mana drain through overhealing. With my 6.1k Resto druid I can pull 15kHPS from so weak HoTs like Rejuvenation and Wild Growth, without overhealing, for example!
Conclusion #1. If the Elemental Weapons improves the Earthliving HoT from 652 to 652+(30%) = 847 IDK, havenÔÇÖt proofs. But if it do that, than this talent is more powerful than we thinking about.
The Earthliving Weapon buff increasing healing done by 150 (for all heals). IDK, maybe IÔÇÖm wrong, but you did a little mistake here. It increases the healing done but not Spell Power! The Elemental Weapons improves this healing for addition 30%: 150+(30%) = 150*1.3 = 195, 195 ÔÇô 150 = 45! Now letÔÇÖs look at the long forgotten criteria ÔÇô the Spell Power Coefficients! Each healing spell is improved by Spell power differently. CH (G) have SPC% 292.19%.
For example, CH base healing is from (1055 to 1205) + 15%*Intellect = 1055+4950 to 1205+4950 = 6000 to 6155. ItÔÇÖs improved by talents by 10%(t) + 20%(t) + 25%(after Riptide) = 55% more healing and glyphed. LetÔÇÖs take the max value of 6155 when all targets are healed and character SP is 4200, so:
Without Elemetal weapons:
CH (G) normal = (6155 + 4200*(292.2%))*(55%)= (6155 + 12272)*1.55 = 28562 HP (all 4 targets);
CH (G) crit = 28562*(150%) = 28562*1.5 = 42843 HP (total).
With Elemental weapons:
Improved CH (G) normal = (6155 + 45(EW) + 4200*(292.2%))*(55%)= (6200 + 12272)*1.55 = 28632 HP (all 4 targets);
Improved CH (G) crit = 28632*1.5 = 42948 HP;
CH (G) delta norm = 28632 ÔÇô 28562 = 70 HP;
CH (G) delta crit = 42948 - 42843 = 105 HP. AVG=90HP more.
After all casted spells during the 5-8min encounter it can stack to an amount of 2-3% from entire healing done. If this talent improves the HoTs, than it doing the same job, even better, as the trinket of Glowing Twiligh Scale HC doing. Not so much, but itÔÇÖs better than improved Reincarnation e.t.c
Tip: Read in my thread the paragraph 2.5. DPS Trainer to see how this can be calculated with random ring, trinkets, talents or weapon buffs (link).
The Resto Shaman Play Style
So rare, short, too simple and good advance Shadowirk posted. It held the main Restoration play style idea:  a good shaman does NOT spam Chain Heal only. Let me add also:  a good shaman does NOT spam Riptide and Healing Wave too frequently.
Really letÔÇÖs check our T10 bonuses and talents:
T10 x2: Riptide grants 20% spell haste for any spell within 10sec.
T10 x4: CH Crits puts a 25%HoT over 9 sec from the amount of direct heal.
Riptide: Puts a 639-691 HoT over 15 sec and CH on the hotted target, within 15 sec, will consume the HoT and increase the CH by 25%.
Tidal Waves: The CH or Riptide (only) have 100% chance reduces the cast time of HW by 30% and improves the Crit ch of LHW by 25% (THE BUFF HAVE 2 STACKS). Moreover, the HW is improved by 20% and LHW is improved by 10%.
Ancestral Awakening: After HW, LHW or Riptide crits you summon an Ancestral Spirit, instantly healing the lowest percentage health friendly party or raid target within 40yrds for 30% of the amount healed.
Important! Use Power Auras addon and configure your Skada or HealBot to track all these buffs all time.
AoE Healing
Put EH on the MT. Stack enough Haste to bring the default CH cast time to 1.1-1.2 sec (soft cap). Cast Riptide on MT by default to get the T10x2 buff for your next CH (1sec cast guaranteed). DonÔÇÖt cast your CH on MT, let The Riptide HoT to work for the remaining 15 sec. Use CH on ranged basically. If itÔÇÖs required to heal the MT/OT use LHW, because you already have Tidal Waves buff after first Riptide or CH. Yes, cast LHW during AoE healing, because this crit chance is improved by 25% and you have increased chance to proc Ancestral Awakening talent HoT (from LHW crit = 22000 HP itÔÇÖs 22000*(-30%) = 6600!). Moreover, you will do lesser overhealing (just remember that on MT is focused other healer) and will save like 50% mana. Then cast some addition CH on diff targets and try to proc the T10x4 bonus. If your Riptide still working on MT, after 10-12 sec it was casted, ALWAYS use the last CH on the MT just to improve this CH by 25%! Then repeat these actions.
Tank Healing
Put EH on the MT. Cast Riptide on MT by default to get the T10x2 buff for your next CH (1sec cast guaranteed). If only MT takes damage then cast HW FIRSTLY (always cast long casting spells firstly) on the tank then cast 2x, or 3xLHW. In the end all your spells will have 1 sec cast time. This formula will help to keep Ancestral Awakening and Ancestral Healing buffs on MT all the time and you will get more MP5 from Improved Water Shield. After this, before Riptide HoT will expire, cast the CH on MT for addition 25% and to get the chance to proc Earthliving and T10x4 bonus on MT and nearby melee units. If some ranged take some burst dmg then refresh your Riptide on MT, get the T10x2 bonus buff and cast CH on that target. You will cast that CH in a 1-1.1 sec after Riptide GCD.
Without thses actions you will use only 50% of Resto Shaman power. With these principles you will use 90% of Resto power. If the talents and Glyphs will be fixed - 87-98%.
In the end
Nice explanations about ValÔÇÖanyr and Trauma buffs. That was new for me. ItÔÇÖs good to know it before donating for that mace.
And I didnÔÇÖt saw any macros here. The Tidal Force and NatureÔÇÖs Swiftness must be macroed!
OMG! IÔÇÖm tired. Thanks for Reading and GL!