Topic (Locked) Riding the Wave Out: Resto PvE Guide
Secretgarden
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Secretgarden
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Edited by Secretgarden on 2/1/12 3:56 PM (PST)
Resto PvE: Riding the Wave Out

Latest Update: 1/23/2012

ಠ_ಠ

Section 1: Introduction


Foreword:

Welcome to the new, bigger, and better version of the Resto PvE guide "Riding the Wave Out"! For those of you not familiar with me, I released this guide initially in December 2010 and have maintained it since, but I ran out of room in making this upgrade so I had to restart the thread. Initially I focused this guide on newer players but over time it grew into the massive compendium that it is now.

So, you might want to know, what's this guide here for? Only one of the most awesome specs in the game: RESTO SHAMAN! Talent guides, gear lists, spell information, group tips, addon and macro information, it's all here and more, ready for you to read!

A bit behind on your knowledge of the Restoration Shaman spec? Step right up and read!


This guide is for level 80+ content. If you are looking for a leveling guide, you want to go here: http://us.battle.net/wow/en/forum/topic/981898388


Disclaimer:


I am sticking to my boundaries of experience, research, and logic in writing this guide - as a human being, I am subject to being utterly wrong at any time. If you disagree with what I say, then enlighten me as a player to what I can improve on for myself and the people who read this guide by posting constructively and not trolling. If you convince me of your point, I'll applaud you for whatever revelation you've brought to my attention and revise my guide with all due haste.

However, as a human being with a free will, I have every right to disagree with you if I am not convinced and, as the author of this thread, not include your information in my guide if I choose to. On the other hand, if you troll my thread, expect to see a notifier that your account has been suspended or banned from this forum. As a reminder, this is a collaborative effort put together by me that's the results of months of research, theory, and experimentation.

Quite simply, one poster coming forward posting an outdated or outlandish view with no evidence to support it (Example: Mastery/Haste/Crit/TC is garbage because I think it is, look at this circumstantial or anecdotal evidence that I'm making a blanket statement with!) will be ignored and asked politely (the first time) to leave.

In short: http://d.facdn.net/art/redic-nomad/1305319581.redic-nomad_provit.jpg


Do not create a new thread to ask questions if you don't understand something. Ask here. If you post outside this thread, I may not see it so if it's something that's my fault for not clarifying or if it's missing from the thread, I can't correct that and help people in the future and prevent spam.

PLEASE HELP STOP THE SPAM.


Contents:


For fast access to a section, use the Find fuction (Ctrl+F) and search for "Section #"

1 - Introduction
2 - Talents, Glyphs, and Specs
3 - Stats and Mathy Bits
4 - Stat Priority Intro & 5-Mans
5 - Stat Priority for Raiders
6 - Haste v. Mastery
7 - Gemming, Enchants, and Trinkets
8 - Pre-Raid BiS List
9 - DS Raid BiS Lists
10 - Spell Basics
11 - Priority of Triage
12 - Healing Methodology and Group Dynamics
13 - Healing Methodology and Group Dynamics Cont.
14 - Addons 1
15 - Addons 2
16 - Macros
17 - FAQ
18 - LFAQ
19 - Misc. Information
20 - Upcoming Patch Info & Change Log


Directory:

New to the spec? Read Sec 2, 3, 4, 7, 8, and sections 10-14.

Already familiar with the basics? Read 5, 6, 9, and 14-18.


Terminology Guide:

AA - Ancestral Awakening
BL/Lust - Bloodlust
CH - Chain Heal
DR - Dimishing Returns
Ele - Elemental
Enhance - Enhancement
ES - Earth Shield
EJ - Elitist Jerks
ELW - Earthliving Weapon
Gist - Gistwiki
GHW - Greater Healing Wave
Hero - Heroism
HoT - Heal over Time (effect)
HR - Healing Rain
HS - Healing Surge
HST - Healing Stream Totem
HW - Healing Wave
LB - Lightning Bolt
MST - Mana Stream Totem
MTT - Mana Tide Totem
POT - Priority of Triage
Rani - Ranixxi
Resto - Restoration (You!)
SCT - Stoneclaw Totem
Sim - Simulation Program
SLT - Spirit Link Totem
ST - Sentry Totem
SWG - Spiritwalker's Grace
TC - Telluric Currents
TW - Tidal Waves
UE - Unleash Elements
WS - Water Shield

HPS - Healing Per Second. More healing.
HPM - Healing Per Mana. More efficiency.
Secretgarden
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Secretgarden
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Edited by Secretgarden on 1/18/12 12:02 PM (PST)
Section 2: Talents and Glyphs


Specialization Bonuses:

Earth Shield
Detailed below with the spell section.

Purification
Increases healing done and makes HW/GHW faster.

Meditation
Standard 50% mana regen from Spirit talent.

Mastery
More on this fun thing in Stats.


Required Talents:

Restoration Tree

2/2 Ancestral Resolve
3/3 Tidal Focus
3/3 Spark of Life

2/2 Resurgence
2/2 Totemic Focus

2/2 Ancestral Healing
1/1 Nature's Swiftness
3/3 Nature's Blessing

2/2 Soothing Rains
1/1 Improved Cleanse Spirit

3/3 Ancestral Awakening
1/1 Mana Tide Totem
1/1 Spirit Link Totem

3/3 Tidal Waves
2/2 Blessing of the Eternals

1/1 Riptide


Enhancement Tree

2/2 Elemental Weapons
3/3 Improved Shields

2/2 Ancestral Swiftness


Optional Talents:


Telluric Currents
Restores 40% of the damage done by Lightning Bolt as mana when it damages a target.

It is a mana return, and this is a valid place to put points. This is a very good talent on fights when you're standing around doing nothing, when there's a burn phase/weakened phase and your DPS is useful, or if you burn mana on inefficient heals and use this to regen during downtime. If you're not going to use the talent, then don't take it. Simple.

If you take TC, gut Acuity to get the points. Taking a sample of a random Heroic DS log, even on 25m that 10% DR will save you more healing than the 2% crit will get you.

For tips on TC usage, see the LFAQ..

2/3 Acuity
Flat crit increase. Yum. If you're not going to use TC, this is your default choice.



Glyphs



Prime - ELW, Riptide, and Earth Shield.

Use Water Shield until your mana pool can last without it (350's or so) or have the T12 2PC.


Major - Chain Heal and HST

Chain Heal is no longer a one-hit wonder: that spell needs to bounce repeatedly for it to be effective and this glyph, provided the heal bounces like it should, is worth the 10% initial cut.

HST glyph makes the resistance totem useless and gives incentive to use it over Mana Stream - HST is far too efficient to not use even without Might to replace the lost Mp5.


SCT, Hex, or Healing Wave Glyph?

The difference between these glyphs mostly matters in 5-man. Hex has a fairly long cool-down and a chance to randomly break - when you're CC'ing, Hex is a fairly good glyph choice. However, that's mostly only useful before DS 5-mans, since the only time I recall CC being used is on Blue and Bronze Dragonshrine trash, which Hex doesn't work on. I have sometimes seen CC used on HoT trash before the second boss, but it's mostly for convenience.

Verdict: Useful for 346 and 353 Heroics. Less useful for 378 Heroics, not used in DS.

Healing Wave glyph seems like a default option, since it both scales and buffs your staple, but as you gear up and it starts to scale above the SCT glyph, you will be using HW less and less. At this point, I only use HW in 5-mans to keep myself busy or as filler in LFR to do the same. If you have time to burn using HW in a raid, then you should be using LB instead for mana.

Verdict: If you use HW, wonderful. HW use generally gets phased out as you gear up.

Stoneclaw Totem is essentially a cheaper GHW in form of an absorb at lower levels of gear and simply a cheap absorb at higher levels. If you're using the earth totem slot (5/10m) then it's slightly less cheap, but cheap regardless. This is very useful for 5-mans and gets use when you have the spare GCD to put it down, but if you're kept busy either covering for screw-ups or because the fight needs high sustained healing, that GCD may not always be available especially in raids.

Verdict: Most useful across the board, but may not have time to use GCD when intensive heals needed.

Minor Glyphs are choice mandated - None of these have impact performance or play style.


Talent Specs


You're going to be healing in different roles at different times, and certain talents are better for different roles. In essence, pick where to stick your optional talents and then choose your glyphs to make a spec.

0/7/32+2: http://www.wowhead.com/talent#hZbhMZfGbMsdcosd:Mbd0c
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Edited by Secretgarden on 1/11/12 8:22 PM (PST)
Section 3 - Stats and Mathy Bits

I said I would avoid mathy discussion when I could, so let's get through this quickly. All ratings stated are calculated without any passive or active effects - these are base numbers.

Wearing only mail gear gives you a 5% intellect bonus. Never use anything other than mail.


Intellect
Primary stat. Provides Mana, Spell Power, Crit, and Mp5 through replenishment. This is your "stack stat" - prioritize this with gemming, profession perks, and enchants. Primary stats are static on gear so you can't really "gear int" per-se, except with trinkets.

1 Int = 1 Mana for the first 20 points, 15 per point afterwards
1 Int = 1 SP
648.91 Int = 1% Crit
1 Int = .75 Mp5 via Replenishment


Spirit
Secondary stat. Spirit is a base mana restore mechanic that returns mana regardless of action taken by the player (Passive). Spirit is free mana that you can and will gear for until later gear levels when you have a high enough iLvl budget to substitute in Crit.

For the mathy bits on Spirit Regeneration, see: (http://www.wowpedia.org/Mana_regeneration) for the associated equation and chart.


Critical Strike
Secondary stat. Critical Strikes increase the efficiency of your heals by causing them heal for more (230% AA, 200% non-AA) for free and cause certain effects, such as Ancestral Healing(10% Physical DR) and Resurgence (mana return). Compared to Haste and Mastery, this is a less effective HPS stat, but much more efficient and therefore is best used for HPM on 10m and left out of your spec on 25m unless strictly tank healing.

1% Crit = 179.28004 Crit Rating
1% Crit = 648.91 Int


Mastery
Secondary stat. As the target takes more damage, our Mastery (Deep Healing) causes the target to take more healing* from us. This stat is not situational in any way: you only heal people who took damage, and this increases your healing on people who have taken damage. As of 4.1, this now affects every heal effect that's in our spell book or talent tree.

1% Mastery = 179.28004 Mastery Rating
1% Mastery = 3% Mastery at 1 HP

Mastery % to HP % is inverse: Example, 60% Mastery at 40% HP, 32% Mastery at 68% HP.

Jynus Breakpoints at level 85 base levels of stats for Mastery:

84% - Better than Crit for HR, CH, UE, ELW, ES, and the Riptide HoT.
67% - Better than Crit for HW, GHW, HS, and Riptide direct heal.
48% - Better than Haste for HW, GHW, and HS. Strongest stat, period.

Disclaimer: This is assuming a level of base stats. Mastery has a logistic DR in that as you acquire more Mastery, other stats gradually become more attractive. Every stat pretty much works this way as well. This will be explained in further detail down below, but for now just remember that as you acquire more Mastery, those numbers will decrease.


Haste
Secondary stat. Haste makes spells cast faster and makes HoT effects heal faster. It's pure throughput and it makes your life generally easier to have faster heals. It's a waste of stats for dungeons when you need moar spirit and crit but for raids this competes with Mastery depending on the situation.

1% Haste = 128.05716 Haste Rating

Haste Breakpoints for HOTS
All values are including Wrath of Air totem as it's assumed you'll be using it. The numbers are listed as
xxx = haste rating value needed for extra tick
[xxx] = haste rating needed assuming Goblin racial
(xxx) = haste rating needed assuming lock haste buff

Haste Rating Needed for GCD softcap: 5491 (4958)

Haste Rating Values Needed for Extra Hot Ticks:
Healing Rain AND Riptide(no glyph)
1 extra tick: 610, [475], (220)
2 extra tick: 3050, [2892], (2589)
3 extra tick: 5418, [5307], (4958)

Riptide (glyphed)
1 extra tick: 261, [130], (0)
2 extra tick: 2005, [1857], (1573)
3 extra tick: 3748, [3582], (3266)
4 extra tick: 5418, [5238], (4958)

Earth Living Weapon
1 extra tick: 916 , [780], (516)
2 extra tick: 3966, [3798], (3478)
3 extra tick: 7016, [6817], (6438)
Secretgarden
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Edited by Secretgarden on 1/11/12 8:35 PM (PST)
Section 4: Stat Priority Intro & 5-Mans:


Foreword:

The makeup of Cataclysm gear has two secondary stats matched to a primary stat and Stamina on each piece of gear, except with weapons which will always have spell power matched along with Intellect - going by this makeup, it is possible to stack two secondary stats to the near exclusion of the other two if the tier itemization favors this approach. The quagmire presented in all tiers, however, is that itemization often blocks this approach by not allowing you to gear two secondary stats exclusively - eventually, you will be presented with a third stat.

The trademark of an intelligent Resto Shaman is that third unwanted stat is minimized as much as possible while the two stats desired have their presence maximized. Sometimes you will be forced with an unwanted secondary stat due to an iLvl upgrade, or you may desire in several stat setups to have three or even to effectively mix all four stats - this will all be detailed down below.

Most builds consist of gearing stats for two purposes: HPM and HPS. I will clarify which stat(s) you stack for each of these purposes with each setup, identified by letter.


5-Mans:


Pre-346 Gear: Int > Spirit > Crit
As you are severely lacking in the sustainability department, your priority is to increase your mana regeneration at all costs. The most effective way to do this is stack, to the exclusion of all else, the exact order of Spirit and Crit for your secondary stats. For the purposes of this build, we're bending the rules of using Crit for your HPS stat - you don't have the mana regen yet to really use anything else. Once you start heroic 5-mans or buy 346/353/359 gear, however, you're going to gear one of three ways depending on your future goals:

Warning: If you're somehow a god at managing mana and typically run with a good group of players (ie: never use the RDF), you may possibly be efficient enough to transition early to one of the following builds. However, YMMV is an understatement because you're relying on perfect play to not suck your mana pool dry.

The main reason I reccomend this setup isn't usually because of the healer: it's because I never assume that a rerolling player is experienced and therefore, anybody is prone to standing in fire or the like and burning your mana to keep them alive. OOM healers wipe groups, so I recommend staying with Crit early on because it gives you a safety net to work with. However, if you choose to pursue one of the following specs early on, then that's all on you and I can only wish you the best of luck.


346+ Gear, Dungeon Runner: Int > Spirit to hit cap > Haste > Crit
Some people just don't want to raid. Well, if that's your game, you're in a very interesting position: Mastery goes completely out the window as an option since 5-mans just don't hit hard enough consistently for it to be your best friend. What you can do, however, is focus on gearing for Crit and Haste almost exclusively. Now, some of you will think I'm insane and scream "WHY!?" I'll tell you why:

Telluric Currents.

Say hello to infinte mana and something to do during those heroic runs. Damage loads in heroics are going to be fairly light the majority of the time so you have plenty of opportunities to sneak in Lightning Bolts - you're only going to need enough spirit to hit the hit cap with Elemental Precision. With 3/3 this is 615 against 5-man bosses, but you should have well n excess of that number so 1/3 Elemental Precision should suffice (My napkin math gives me 1034 Spirit as the minimum, please correct me if that's wrong). After this point, due to the awesome regeneration of TC and the light mana load of 5-mans, you shouldn't need too much more Spirit - dump your extra stats into Crit and Haste for harder LB's and heals.

Don't forget that you're still a healer - keeping the group alive is the first priority. Someone should never die because you had to finish a LB cast.
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Edited by Secretgarden on 1/23/12 2:45 PM (PST)
Section 5: Stat Priority for Raiders


346+ Gear, Raiding as a Tank Healer:
If your primary job is to keep the tanks up in raids, you're going to be relying on your direct heals for the majority of your healing. In this setup, the best way to maximize your throughput will be to gear for a mix of Crit and Spirit as your HPM stats - the reason being, your primary spells are going to be Riptide, HW, and GHW - all of which benefit from AA and therefore makes Crit a high throughput option. It's still outclassed by Haste or Mastery, but Crit has more throughput and since you'll be using those heals so much, you may was well capitalize on Resurgence to switch in Crit instead of Spirit to get a comfortable mix. Once there, fill the rest up with your stat of choice - if the tank spends a lot of time in low HP levels, you're going to want Mastery. If not, go for Haste.

*The mix of Spirit and Crit will depend entirely on how much Spirit you're comfortable with. As you get more gear, the balance should move towards more Crit - however, that's a personal judgement call on your behalf.

Stat Priority: Int > Spirit/Crit* > 2005 Haste > 261 Haste > Haste = Mastery
Goblin Edition: Int > Spirit/Crit* > 1857 Haste > 130 Haste > Haste = Mastery

Note: Haste breakpoints assume a glyphed Riptide. Don't break into your Int or HPM stats to get to the second breakpoint: it's a goal, not a requirement. If you're using TC, a Haste/Crit build will work better for you than a Crit/Mastery.


346+ Gear, Raiding as a Raid Healer: Int > Spirit > 916 (780 Goblin) Haste >Haste = Mastery
Crit is not as useful for you here as it is when tank healing because the bulk of your healing is from HoT's and AoE heals that don't benefit from AA or Resurgence. It's not useless, you just don't have the budget yet to support a lot of Crit. Therefore, you completely minimize all possible crit and instead focus on Spirit for HPM; on the other hand, Haste and Mastery become far more important because you don't have Crit for that free HPS. Mastery vs Haste is a very complicated question: look down below for an analysis of what to gear for, when.

Dragon Soul Heroics and Up: 378+ Gear: Add Riptide threshold, balance.
Riptide's buff for 4.3 keeps Haste in the spotlight even after dropping the T12 2PC, maintain a 2005/1857(G) Haste number and build your Haste up with it. Old spreadsheets were showing that trying to stack extremes of one stat means that the DR will start taking a wrecking ball to the stat, so maintaining balance is the optimal solution. Peaking over 3k of either stat is not recommended in any situation, but there is some room for favoritism below that.
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Edited by Secretgarden on 8/23/11 8:21 PM (PDT)
Section 6: Haste v. Mastery:


Alright, this has been talked to death at this point and I'll state up front that this is my conclusion on Mastery v Haste and naturally 90% of this forum is going to argue with me and disagree beacuse I'm being different by thinking about it.


Haste

When stacking Haste, your spells cast faster, effectively increasing your total HPS by 1% with each percentage of Haste that you gain. This will be somewhat uneven, however, because HoT effects gain extra ticks to coorespond with the gains from cast-time spells, but these extra ticks only come at certain intervals that are increasingly difficult to reach. Though not a direct HPS benefit because that HoT should be refreshed anyway, it will increase your HPC.

What this causes is an uneven perspective on Haste: you gain a gradual amount of HPS over time with sudden bursts of HPC increase when you cross over a haste threshold and gain another HoT tick somewhere. The three spells that gain bonuses from Haste are ELW, HR, and Riptide. Although you have to refresh HoTs more often in between these points, you still increase your HPS with Haste by the same amount.

Meanwhile, in the efficiency department, Haste is a stat that has negative effects on your HPM as when you cast faster, you spend more mana. However, a Haste build works well together with Telluric Currents: Haste scales with Lightning Bolt which will net you more mana gain over the course of a fight and somewhat even out the balance.

Utility-wise, Haste is a good spell for people with slower reaction times as it lets you make up on that by having a faster cast to react with. People with fast reactions will be able to capitalize on either stat with proper planning, but those without may run into the problem of people dropping because you spaced out and you didn't get that cast off fast enough to save somebody.

Mastery

When stacking Mastery, each point you get will gain you 3% more healing on 1 HP targets and scaling down from that point onward. Due to how Mastery interacts with HoT effects, it scales very well with an amount of Haste on the side to increase the effectiveness of these HoT effects. However, Mastery has a problem with its usage: Sun_Tzu in the first EJ thread pointed out that due to how Mastery recalculates its healing every time you cast, as you continue to heal somebody up you effectively lose half of the effect of Mastery in going from low to full HP. In addition, if other healers are jumping on the target as well, you further lose value if you don't get the first heal.

In the efficiency department, Mastery is neutral - unlike Crit you don't gain mana with Mastery; there's also the issue with TC interaction: there isn't any. If you're using TC with a Mastery build the only bonuses you have are your Int and any Crit/Haste you have on the side.

Then comes the utility, which is actually the most valuable part of Mastery: it has legitimate life-saving value when you really need it. Haste helps save people when healers have slower reaction times, but Mastery saves people by rewarding good play rather than helping fix the opposite. Take an example: you have Tidal Waves up on GHW and you see a tank take a huge spike. The next hit the tank takes will probably kill him: you manage to get off that GHW before the tank dies and you can manage to restore upwards of 1/3 of a tank's HP with one heal, counting the high HP level of heroic tanks.

This is where Mastery comes into its forte: you're not going to be looking for how to get highest on the meters with this stat, you're looking to take advantage of its life-saving potential and its high HPS on low HP targets by helping to get people out of danger zones in heroic content and assisting with topping them up quickly after effects such as Nefarian's Electrocute.


So, when do you pick which?

Reaching one of the HoT ticks with Haste is a given. Tank healers want the first glyphed Riptide tick, people with the T12 2pc want the second glyphed riptide tick, and everyone else wants at least 916 for the ELW breakpoint.

If you want to stand out as a healer and combined with Mana Tide and SLT take a supportive role for your raid (and you might take the meters too, depending on how well you're focused on healing low HP targets and how the fight mechanics sync up) then Mastery is your game. You want to focus on spreading your HoTs and nailing low HP targets with HR/CH/GHW when you can.

If your raid is not as often in low HP areas due to the fast reactions of other healers, or if damage is more sustained rather than big bursts, then Haste is going to be for you. Side-benefits include not relying on fight mechanics or fail to super-charge your HPS and TC is a very powerful option for you to regenerate mana with.
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Edited by Secretgarden on 1/12/12 1:42 PM (PST)
Section 7 - Gems, Enchants, Trinkets


Gems

You have options with gems now - it isn't just brainlessly zerging your primary stat. Your gem choices depend on your stat priorities; good socket bonuses ought to be gemmed for now. What constitutes as a good bonus? Just about anything with an Intellect bonus of at least 10 or a secondary stat of at least 20 for each gem that isn't Intellect.

For example, one red, one yellow, 10 intellect bonus. Good! Two yellows, 10 intellect bonus. Bad. D: This means more hybrid gems. You need two yellows to activate your Meta.

Meta: Burning Shadowspirit Diamond

Red - Intellect: Brilliant Inferno Ruby

Yellow - Crit: Potent Ember Topaz
Yellow - Mastery: Artful Ember Topaz
Yellow - Haste: Reckless Ember Topaz

Purple - Int/Spirit: Purified Demonseye


Enchants


Head - Int/Crit: Arcanum of Hyjal

Shoulder - Int/Haste: Greater Inscription of Charged Lodestone

Cloak - Intellect: Enchant Cloak - Intellect
Upgraded: Enchant Cloak - Greater Intellect

Chest - Stats: Enchant Chest - Mighty Stats
Upgraded: Enchant Chest - Peerless Stats

Bracers - Spirit: Enchant Bracer - Exceptional Spirit

Bracers - Haste: Enchant Bracer - Speed
Upgraded: Enchant Bracer - Greater Speed

Bracers - Intellect Enchant Bracer - Mighty Intellect

Gloves - Haste: Enchant Gloves - Haste

Gloves - Mastery: Enchant Gloves - Mastery
Upgraded: Enchant Gloves - Greater Mastery

Belt - Socket: Ebonsteel Belt Buckle

Legs - Int/Spirit: Ghostly Spellthread
Upgraded: : Powerful Ghostly Spellthread

Boots - Mastery: Enchant Boots - Mastery

Boots - Haste: Enchant Boots - Haste

OH - Intellect: Enchant Off-Hand - Superior Intellect

Weapon - Heartsong: Enchant Weapon - Heartsong
Upgraded: Enchant Weapon - Power Torrent

I present multiple stat options for your enchants on purpose - it's up to you, based on your stat choices, to decide how to balance your stats based on what secondary stat after spirit you want the most. The only option above I would currently list as mandatory would be Spirit on bracers unless you're switching out for a haste threshold and to have at least something on everything.

Haste:

If you're short of a threshold, you can swap in Haste to bridge the gap if you're stacking Crit or Mastery and want to stay as close to the 916 point as possible. Generally the procedure will be:

20 Haste - 1 Gem
40 Haste - 2 Gems
50 Haste - 1 Enchant
60 Haste - 3 Gems
65 Haste - 1 Upg. Enchant
70 Haste - 1 Gem, 1 Enchant
80 Haste - 4 Gems
85 Haste - 1 Gem, 1 Upg. Enchant
90 Haste - 2 Gems, 1 Enchant
100 Haste - 5 Gems or 2 Enchants


Trinkets


I was overwhelmed at first by all the trinkets out there. The key is recognizing which ones are actually good - unless it's an interesting effect like Shard of Woe, generally trinkets with passive intellect and a spirit proc or stacking buff will be the most useful. Early on, however, your main priority will just be getting a setup that works, so generally min/maxing goes out the window.


Pre-Heroic: In descending order of desirability

Tear of Blood
Blood of Isiset
Talisman of Sinister Order - Quest Reward, Firing Squad (Uldum)
Rainsong - Vortex Pinnacle Zone Drop(BoE)


Heroic: In descending order of desirability

Foul Gift of the Demon Lord
Darkmoon Card: Tsunami - Darkmoon Cards (Inscriptor-made), Tsunami Deck
Core of Ripeness
Tear of Blood
Figurine - Dream Owl - JC Only

Spirit trinkets aren't as powerful as they were before the MTT change, but they still yield sizable mana regeneration for their uptime.


Raid Level: Pre-DS: In descending order of desirability

Jaws of Defeat
Eye of Blazing Power
Shard of Woe
Jaws of Defeat
Eye of Blazing Power
Foul Gift of the Demon Lord
Darkmoon Card: Tsunami - Darkmoon Cards (Inscriptor-made), Tsunami Deck
Special note: spirit buff works with MTT.
Fall of Mortality
Vibrant Alchemist Stone - Alchemy
Tyrande's Favorite Doll - Archaeology, Night Elven Find
Fall of Mortality

Raid Level - Dragon Soul

Heart of Unliving
Heart of Unliving
Windward Heart
Seal of the Seven Signs
Heart of Unliving
Windward Heart
Seal of the Seven Signs
Jaws of Defeat
Eye of Blazing Power
Windward Heart
Seal of the Seven Signs
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Edited by Secretgarden on 1/12/12 3:40 PM (PST)
Section 8: Pre-Raid and LFR BiS Lists


All gear choices are designed with the intent to maximize your amount of spirit and your secondary stat of choice. VP gear will be listed downstairs. Items which have multiple choices will be listed under the main list and are listed in order of the item's quality.


Pre-Raid BiS List


Echoing Headguard
Firemind Pendant
Woundlicker Cover
Cloak of Subtle Light
Erupting Volcanic Tunic
Bracers of Misting Ash
Chain of the Demon Hunter
Erupting Volcanic Legwraps
Signet of the Twilight Prophet
Soothing Brimstone Circle

Gloves:
Gloves of Unforgiving Flame
Gauntlets of the Twilight Hour
Erupting Volcanic Handwraps

Boots:
Footwraps of Quenched Fire
Surestride Boots



Trinkets: In order of desirability.
Foul Gift of the Demon Lord
Darkmoon Card: Tsunami
Vibrant Alchemist Stone
Tyrande's Favorite Doll
Core of Ripeness

Weapon:
Crescent Moon
Scepter of Azshara
Stalk of Corruption
Jaina's Staff

Off-Hand:
Ward of Incantations
Elementium Stormshield

Relic:
Singed Plume of Aviana



LFR BiS List: Note that gear from Spine and Madness of Deathwing is half a tier higher.


Spiritwalker's Faceguard
Petrified Fungal Heart
Woundlicker Cover
Spiritwalker's Tunic
Grotesquely Writhing Bracers
Spiritwalker's Handwraps
Spiritwalker's Legwraps
Mindstrainer Treads
Signet of Suturing
Ring of the Riven
Maw of the Dragonlord
Timepiece of the Bronze Flight
Lightning Spirit in a Bottle

Shoulders:
Spiritwalker's Mantle
Imperfect Specimens 27 and 28

Belt:
Belt of Shattered Elementium
Girdle of Shattered Stone

Trinkets:
Heart of Unliving
Windward Heart
Seal of the Seven Signs
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Edited by Secretgarden on 1/12/12 3:52 PM (PST)
Section 9: DS BiS Lists

All gear choices are designed with the intent to maximize your amount of spirit and your secondary stat of choice. Item level trumps stats, except with tier or trinkets which are listed in exact order.


Normal:


Spiritwalker's Faceguard
Petrified Fungal Heart
VP Option:Threadlinked Chain
Spiritwalker's Mantle
Woundlicker Cover
Spiritwalker's Tunic
Grotesquely Writhing Bracers
Haste Option:Thundering Deathscale Wristguards
Gloves of Ghostly Dreams
Tier Option:Spiritwalker's Handwraps
Belt of Shattered Elementium
VP Option:Girdle of Shamanic Fury
Spiritwalker's Legwraps
Mindstrainer Treads
VP/Haste Option:Sabatons of the Graceful Spirit
Signet of Suturing
Band of Reconstruction

Heart of Unliving
Windward Heart
Seal of the Seven Signs

DW Weapon:Maw of the Dragonlord
Visage of the Destroyer
Haste Option:Scalpel of Unrelenting Agony

Gem Option:Ledger of Revolting Rituals
Timepiece of the Bronze Flight
Dragonfire Orb

Lightning Spirit in a Bottle



Heroic:


Spiritwalker's Faceguard
Petrified Fungal Heart
Spiritwalker's Mantle
Spiritwalker's Mantle
Spiritwalker's Tunic
Grotesquely Writhing Bracers
Spiritwalker's Handwraps
DW Belt:Belt of Shattered Elementium
Girdle of Shattered Stone
Spiritwalker's Legwraps
Mindstrainer Treads
Signet of Suturing
Ring of the Riven

Heart of Unliving
Windward Heart
Seal of the Seven Signs

Maw of the Dragonlord

Gem Option:Ledger of Revolting Rituals
Timepiece of the Bronze Flight

Lightning Spirit in a Bottle
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Edited by Secretgarden on 9/8/11 1:40 PM (PDT)
Section 10 - Spell Basics


Healing Wave
Speed: Slow (TW: Medium)
Efficiency: High
HPS: Low (TW: Medium)
Use it when you have time for a cheap heal or when you don't need a big one to conserve mana.

Greater Healing Wave
Speed: Slow (TW: Medium)
Efficiency: Medium
HPS: Very High
Use it when you need a big heal and you can afford an extra half second before your target goes splat.

Healing Surge
Speed: Fast
Efficiency: Low (TW: Medium)
HPS: Medium
The only time you should use this is when that fast cast time will save somebody's life. Otherwise, using GHW as a large heal is superior in both HPM and HPS.

Chain Heal
Speed: Slow
Efficiency: Low individually, High with bounces
HPS: Low individually, High with bounces
Less than three hits is unacceptable, three hits is acceptable, four hits is optimal and will get the most for your mana. It's a smart heal, so when it bounces it picks who has the least health within its range to heal. Use it when you need AoE healing and people are close enough for it to bounce several times.

Riptide
Speed: Instant
Efficiency: High
HPS: Medium initial, high HoT
When glyphed, heals for more than a GHW. Procs TW on use and boosts Chain Heal by 25% when casted on a target with this. Use it when you have time for an efficient heal, when you need an instant heal, or when you need to get TW up quickly. Six second cooldown.

Healing Rain
Speed: Medium
Efficiency: Extremely High with 5+ players
HPS: Extremely High with 5+ players
After a short cast, puts down a circle where targets standing within the circle are continually healed over 10 seconds. Use this when people are stacked up and they need AoE healing. Ten second cooldown.

Unleash Elements (Earthliving)
Speed: Instant
Efficiency: High
HPS: Low
Heals the target instantly for a small amount and leaves you with a short buff upping your next heal by 30%. Does not affect HR. Using this for the buff is an HPS loss but an HPM gain; the only times you should use this is when someone needs an instant heal, if you need to heal on the move, or if you need to pre-cast for a big burst of damage. Fifteen second cooldown.

Healing Stream Totem
Water Totem. When placed down, provides a small, ongoing HoT to party members within range and when glyphed grants resistances to group/raid members.

Earth Shield
Places a shield on the target that heals the target whenever it takes damage. Causes the target to take 18% increased healing from you while active. 9 charges. Keep this on the tanks at all times, no exceptions.

Water Shield
Places a shield on yourself that provides a steady source of mana regeneration while giving mana back whenever you take damage. Keep this on you at all times, no exceptions.

Spiritwalker's Grace
Lets you cast while moving for 15 seconds; save it for a long stretch of movement. Three min cooldown.

Spirit Link Totem
Reduces damage taken by those within its radius by 10% and every second readjusts the health percentages of players in its range to be equal. Note that it drops at your feet and uses your air totem so you have to replace it afterwards. Three minute cooldown, 10 radius circle from the totem.

You need to pre-plan when using SLT - since it drops at your feet and people have to be stacked up for it, if you have to wait for everyone to get together and for you to move in with them before using it whatever ability you wanted it for will be over. Treat it like a bigger PW:B - get everyone together before an ability and pop SLT right before the damage starts (if the ability has a cast time, pop it right before the cast ends).

Heroism/Bloodlust
Push it and everyone gets a 30% speed boost for 40 seconds. There's generally three times you can pop this - the start of the fight for synched cooldowns, 25% for execution abilities, or during a specific phase such as a +damage or low hp frenzy phase. You get one of these every 10 minutes as an "Exhaustion" debuff is put on the entire party after its use. The debuff goes away after death, but Hero/BL have a 5 minute cooldown so in order to use it before then you need another Shaman or a mage.
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Edited by Secretgarden on 1/18/12 12:09 PM (PST)
Section 11: Priority of Triage, otherwise known as "How to Learn Resto in 5 Minutes"


For those of you who are new to Cataclysm healing, the quality of your heal information is going to depend upon how well you understand the following priority list, which I call the Priority of Triage (POT). This is, basically, a giant list of the priority system that is healing as a Restoration Shaman. If you're about to heal in five minutes and have no idea what you're doing, reading this should make you far less worse off than you were before.

Even if you have the time to read this entire guide in one sitting, you need to learn the simple mechanical list of how to do your job before you understand how and why this list works. Each event is in descending order by value.


Are you standing in fire, a void zone, or 'X effect that will murder you'?"
Move out of it.

DID SOMEONE SAY HEROISM? ... DID SOMEONE SAY BLOODLUST?
HELL YEAH THEY DID. /HEROISM ... HELL YEAH THEY DID. /BLOODLUST

Do you need a heal immediately to prevent death?
Cast HS on yourself.

Is there a mob eating your face?
Take it to the tank and dance until s/he gets that nasty mob off you.

Is someone in dire need of healing immediately to prevent death?
Toss a HS on them.

Is there a massive burst of raid/group-wide damage incoming that you need a cooldown for, but people aren't stacked?
Tell them to move or they die.

Is there a massive burst of raid/group-wide damage incoming that you need a cooldown for?
Cast SLT.

Has ES dropped off the tank?Reapply ES.
Has WS dropped off you? Reapply WS.
Do(es) the tank(s) not have a Riptide rolling? Reapply Riptide.

Does someone have a magic or curse DoT, seriously dehabilitating debuff, or one of 'x effect you needed to dispel like 5 seconds ago'?"
Dispel it.

Are you about to move for a lengthy period of time, and will you need to cast during it?
Cast SWG.

Is there a group of people who need/will need healing and should stack up but they haven't?
Tell them to stack.

Is a stacked up group of people who will not move soon in need of healing?
Put down a HR there.

Does someone individually need to be healed up quickly?
Cast GHW.

Have your totems expired or are they about to expire?
Cast Totemic Recall if applicable, then lay your totems again.

Do a group of close people need healing, and either HR is on cooldown or they're not grouped tightly enough?
Cast Chain Heal.

Does someone need an insant heal while you're moving?
Cast Riptide first, then UE if you need another one.

Does someone need a heal, but doesn't need a big GHW or you need to proc TW?
Cast Riptide.

Does someone need a heal and Riptide is on cooldown, but doesn't need a big heal or you're trying to be efficient and you have time to burn?
Cast HW.

is there a moment where someone doesn't need a healm you can spare a GCD, and WS isn't at three stacks??
Recast WS.

Can you not do one of the above and are you specced into Telluric Currents?
Cast LB.

Can you not do any of the above?
You're doing it wrong!
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Edited by Secretgarden on 7/27/11 8:47 PM (PDT)
Section 12: Healing Methodology and Group Dynamics

Originally split into two sections but they're pretty much different ways of saying the same thing. Now they're two sections because I ran out of room. This is a work in progress, so feel free to suggest pointers if you think of them that I can include in here.

Well, that was the "how" of healing - if you follow that for most fights, you're going to be able to nail it. However, knowing how to properly do all of that on day one is at best ridiculously difficult and at worst completely impossible because at first, you have to manually process that list and by the time you think of "does this guy need a GHW or a Riptide" he's probably going to be dead.

What you need now is to learn the "why" of that list so you can internalize it - with a bit of practice, it will become what we call "muscle memory" which means that when you see that health bar drop, you're going to subconsciously already know what heal the player needs and be casting it almost instantaneously. Fast reactions and decisions with heals while staying aware of your surroundings is only going to come with experience, which you can only get with practice, practice, and more practice.

However, you can skip a lot of the learning stages with this section and skip right to practicing the methods we've already tested and found to work instead of having to fumble around like we did while people died so we could figure out what the hell to do.


Basic Strategies:

Do not panic. If you panic, you're going to be focused on "omgwe'redying" instead of fixing it. While you're spazzing out behind your monitor, your group's health bar isn't going back up.

Medical Triage: People who are in danger of dying take priority over people who are not. Don't waste time healing someone who took a tick of random damage when the tank is two hits away from dying or some idiot is standing in fire.

Always keep your shields up. WS on you and ES on the tank should have +95% uptime. On the same theme, your totems are free buffs. Don't let them expire without replacing them and remember to replace a buff totem if you use SCT/Tremor/SLT/MTT.

Don't let people tell you that it's your fault they died if it's not. If they're standing in fire, post a death log and embarass them infront of everybody; you don't have time to screw around with scrubs.

You're playing this game to have fun, not carry people. Party members are responsible for their own health pools. The occasional screw-up is going to happen for everyone, but if you end up carrying people, you need to correct that with vote-kicking or by talking to the raid leader/officers. If someone isn't willing to help you, skip right over them until you find someone who will if you have to get on the GM himself about some twit standing in fire.

Knowledge is going to do far more for you than skill ever will. Use the new Journal feature and websites such as Wowhead and Wowpedia to study boss fights and difficult trash ahead of time so that you can anticipate damage and mechanics. Don't be afraid to ask questions or to answer people who ask them - you need to know everything you can to keep your group alive.

Optimally, you should study every heroic dungeon before even queuing for them to at least get a feel of the mechanics and you definitely need to at least read through the strategies for raids if not watch the videos. Yes, this game takes time to be good at - but you're going to have far more fun spending a few hours of your life to read up on these encounters than to spend a few hours per encounter ressing a group after wiping.

Mana matters a lot with your heals and abilities, especially compared to if you played WotLK during ICC or so when Mana was a relatively small concern and running out meant something went very wrong. It doesn't take much anymore to stress your mana pool, especially if it's big damage bursts that come in large amounts back to back requiring bigger heals that eat through your pool or if you use other abilities often (expensive totems, switching imbues for utility abilities, ect). Be careful with your mana consumption levels.

General Healing

Be very familiar with your heals: you should have a rough estimate within a thousand healing of what each one can do and have a visual feel for ranges, especially with CH/HR.

Continued below:
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Section 13: Healing Methodology and Group Dynamics Cont.


Your heals are all very specialized tools; use them properly:
HW is cheap and spammable but doesn't do much in high damage situations.
GHW is big and will get a single target up very quickly but can devour your mana.
HS is a fast heal that can save lives but it's an inferior heal outside of that department.
Riptide is instant, heals for a lot over its duration, and procs TW. Use it often.
CH is efficient and heals for a lot spread over a group, but don't forget to use TW charges.
HR is the top player in both the efficiency and HPS departments but it has a hefty mana cost.

If your mana is all going down the drain on HR/GHW that's a very good sign the group is taking too much damage because of either fail or becaues they don't understand a mechanic.

Don't use UE in your regular rotation; it's a HPS loss to do so. Only use it in a lull when you can follow it up with GHW/CH or when you're moving.

If you're going for a long stretch of movement where you'll need to toss out heals, use SWG.


Tank Healing

Don't waste ES charges by casting a new one when the old one hasn't expired, but don't let it stay off for more than a second or two. However, use your head: if the tank is going to die right afterwards because he didn't get a heal, you need a living target to put ES on.

The same follows for Riptide - it procs a lot of effects on its own that makes it useful alone, in addition to the healing and TW procs you get from it. Try not to write over it for mana purposes but if you need a TW proc and everyone else is at full HP, go ahead.

Try to use HW to save mana but don't hesitate for a second to switch to GHW if you see that the health bar dropped suddenly.

You have a mitigation cooldown now in SLT and if you have melee, it also serves as a pretty good tank save assuming they're not at low HP too. Don't forget you have it, use it.

Even if you're raid healing, do your best to contribute to the tank with a properly maintained ES and Riptide ticking, both for the heal and the ELW/AH procs.


Raid Healing

Chain heal (assuming Glyph) is a total waste if you're using it with less than three targets, and optimally you want to hit four people with it. Yes, it favors 25m raiding over 10m raiding due to spread requirements. Get over it, adapt.

Healing Rain, in that regard, is burning mana if you use it with less than 5 people and a hefty healing need. On the other hand, however, if you're in 25m and have many people in the ring, the less injured should move out so the injured will recieve more healing.

HW might do less healing than CH, but it costs less mana. If you need to coast along with mana and you have the time to get along with HW/Riptide, it's very cheap to do so.

The goal of raid healing is not only to cover the group, but to make sure that each individual member is at an acceptable level of health as well. Your AoE heals are great for HPS, but don't think twice about using your spot heals as well to focus on raid members when needed (special ability targets, RNG damage, fire). Keeping the overall raid HP up is a background concern to keeping the individual raid members alive.

SLT, if not needed on the tanks or when you have better tank cooldown options available is better used on the raid than the tanks - the more people affected, the more people taking 10% less damage and the overall HP you have to sift damage into will increase, which means that with more people the HP% of the group will be higher after a burst of damage.

Don't underestimate the HP recirculation ability of SLT. If it evens out the group's HP level and brings up some people just hit by a volley of burst damage it strongly decreases the susceptability of those players to die to another RNG volley of burst or raid damage.


Group Utility Play

You have CC - don't forget to use it if something isn't under control. However, the "heartbest resist" mechanic will check your hit rating every few seconds - if you're not capped, the CC may break. Though your CC may not be reliable, in most cases what temporary CC you can get is better than nothing and will reduce some measure of damage, unless there's some positioning requirement.

Instant Ghost Wolf and Ancestral Swiftness's default speed increase gives you a lot more mobility than most other healers. Don't forget to use GW often when applicable.

Unleash Elements is more than a heal. The Rockbiter fixate is a good way to temporarily relieve pressure off the tank - the mob will turn around and move towards you for a moment and run back once the debuff wears off. This entire time, the mob is not attacking the tank. Likewise, the Frostbiter root is a way to temporarily impose some measure of control over a mob that has either broken loose from CC or that has been aggroed by a player who shouldn't have.
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Edited by Secretgarden on 6/29/11 9:34 PM (PDT)
Section 14 - Addons 1

Most people swear by them, some people swear at them, some people swear with them. Regardless, I recommend that you take advantage of addons - they're really useful and even if they don't always directly improve your performance, they will usually make your life a lot easier than without them.

The question usually comes down to which ones to use, and this varies depending on how good your computer is. If you have a new high performance computer, you can load up on addons without your FPS bottoming out, but people who aren't so lucky with their computers are going to have to be a bit conservative with what they pick.

Note: PowerAuras will be listed where applicable if you like to use that addon, because you can get it to do pretty much anythng you want it to if you know how to use it and write the scripts.


(Near) Mandatory Addons


Shield Monitor

Known Variants - ShieldsUp, Totem Timers, PowerAuras

You need to be aware of your WS/ES charges at all times - the most minimalistic addon I've found to do this is ShieldsUp, but TotemTimers also has a WS/ES charge feature that also has a mouse click setup for how you want to place ES - either on the previous/current holder, on the current target, or on yourself depending on how you click the box.


Dispels:

Known Variants - Decursive, Clique + Raid Frames

Dispels have to be handled quickly and efficiently. You shouldn't need to hunt around for people with debuffs, you need that information presented up front, hopefully with a visual queue and a fast means to dispel it. The ye olde method of this is the Decursive UI box, but a more sophisticated method is to use Clique so you can dispel with a click on a raid frame while tweaking your raid frames to have debuffed players pop up some visual notifier that you can find quickly.


Boss Notifiers

Known Variants - Deadly Boss Mods, Deus Vox Encounters, BigWigs Bossmods, Power Auras

Boss notifiers actively enhance your reaction times and situational awareness by directly notifying you of events in an encounter, such as special abilities, debuffs, or in most encounter it'll tell you when you're standing in fire. :D



UI Addons


Because there's so many ways to configure a UI, I'm just going to group addons by what they configure.

Unit Frames

Known Variants - Xperl, Shadowed Unit Frames, IceHUD, Pitbull

Unit Frame addons are useful primarily for their space-saving capabilities - shrinking down and moving the unit frames will open up the top part of your screen significantly, and combined with a map addon and something to manage your buffs/debuffs with, will entirely open up 2/3 of your screen which previously were boxed in and limited your cone of vision.

In addition to this, you'll be able to take advantage of having more options to toggle on your unit frames, such as combining % and numerical numbers on your hp/mp bars and doing the same to the target unit frames while building things like a cast bar directly on the unit frame.


Raid Frames

Known Variants - Grid, Vuhdo, Unit Frame addons mentioned except IceHUD

Replacing the default UI raid frames not only has similar space-saving capabilities to Unit Frames, but customized raid frames come with many notifiers and configurations that allow you to glean much more information from the frames than before - most of these will be included with the addon package itself, but Grid has many additional downloads that let you enable extra notifiers.


Action Bars

Known Variants - Bartender, Dominos

Bar addons serve a similar functionality to Unit Frames in that their primary function is to save space - however, there's a secondary benefit in that all of your buttons are now grouped together for much easier accessability than before. Not only do you get movement capabilities with the bars, but the sizing and spacing is also an important function - you'll be surprised to see how small and tightly together you can make the bars and still have them retain excellent functionality.

Minimap:

Known Variants: Sexymap, ElvUI, Chinchilla Minimap, Mappy

Minimap addons complete the UI by allowing you to resize, reshape, and move the minimap that's otherwise large, round, and in the way in the upper right corner.


Total Replacement

Known Variants: ElvUI, gUI

Just what it says on the tin - total replacement packages completely configure all of the features built into the default UI: player frames, raid frames, action bars, chat boxes, plus some other features. However, both of these mentioned require at least a 1280 resolution to work properly and are reccomended to be at high definition for optimal viewing, so players with toaster PC's may not be able to make use of these.
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Edited by Secretgarden on 6/29/11 9:36 PM (PDT)
Section 15 - Addons 2


Buff/Debuffs Bars

Known Variants: Elkano's BuffBars, Satrina Buff Frames, Raven

Using a buff bar addon allows you to group the buffs/debuffs together under one bar, and manually (as is standard with UI addons ...) resize and move this bar as you wish. The two primary uses for this are resizing and filtering out auras/passive effects (mounts, tabard buffs) that otherwise waste space on your buff bar.

I've used EBB primarily but I had a stint with Raven and its design is simlar if you work with it a little. In my experience, I primarily filter out auras and passive effects that I don't particularily care about in addition to some near-passive effects like Replenishment to reduce buff clutter and make short-term effects more noticable.


Tooltips

Known Variants: TipTac, TinyTip

If you're moving your UI down, chances are that the default tooltips are going to be blocking something. Tooltip addons will let you resize and move your tooltips so they're out of the way, and they also usually offer customizable information views or more extensive information than the standard tooltips do.


Cast Bar

Known Variants: Quartz, Castbars

Addon cast bars are movable and sizable versions of the default cast bars with more detailed information such as a latency indicator, channeling ticks, while including target and focus cast bars with the same features.


Totem Timers

Can be mimicked by PowerAuras.

Allows you to have a totem bar independent of the unit frames - the other function I use most is a weapon imbue box which contains all of the imbues for your use. Standard resizing and mobility features are included, in addition to allowing (if you wish to do so) change the direction of the totem bar.


Notification Addons



Combat Text

Known Variants: Mik's Scrolling Battle Text (MSBT), Scrolling Combat Text

Addon combat text is more detailed than the default combat text and has all of the information centered on you instead of the targets you're healing - relevent information, such as mass heal effects (HR, CH, HST) will be grouped together to minimize spam and you can manually filter out effects on whim. Another important feature is the notifier which pops up text notifications for many situations such as low mana or HP, procs, fading effects, and many other things which can be configured or added.

Another fun feature - it flashes abilities on the screen when they go off cooldown.


EnsidiaFails

If your raid leader doesn't have it, you should. It's a much faster and more effective way of catching people doing things they're not supposed to and it lets you call out on badness mid-raid for unnecessary damage instead of after the fact.


BuffEnough

Can be mimicked by PowerAuras.

Notifies you of any missing buffs with a box you can move/resize to make it noticable so you don't have to manually check your buffs to make sure everything's there.


OmniCC

Can be mimicked by PowerAuras.

A more effective way of monitoring your cooldowns (numbers) than the scaling shade effect of the default UI. We don't have many cooldowns so a full-on cooldown monitor addon isn't necessary - something like MSBT will notify you when it's off cooldown but you can keep track of the CD just by glancing at the icon.


Performance Monitor

Known Variants: Skada, Recount

Keeps track of many categories of information during an encounter - DPS, HPS, overhealing, deaths and a time log, absorbs, ect. Very handy for looking over performance after an encounter and taking note of areas to improve - both addons do this but I prefer Skada because it has a threat meter built in (skips installing Omen for part-time DPS) and I like the asthetics/setup and organization of the different modules moreso than Recount's.

ForteXorcist

Visual cooldown tracker bar if you need a more obvious reminder of when stuff comes off cooldown and also has a buff tracker if you need to monitor your Riptides or procs more closely (not advised to use for raid procs such as ELW/AH because of spam).

RSA - Raeli's Spell Announcer

Announces when various effects such as MTT, SLT, and Hero/Lust are used and when they end. (6/29) I don't quite recall what other abiltiies, if at all, are built in by default but I'm fairly sure you can add them in. Saves you the trouble of having to make your own macros for announcements and they don't spam chat if you accidentally press down for a second on whatever ability it is.


TO BE TESTED: Hudmap, GTFO
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Edited by Secretgarden on 6/29/11 9:32 PM (PDT)
Section 16 - Macros

Macros are nifty little scripts that you can attach to one button and place on your action bars - they do wonderful things if you either learn how to make them yourself or do what most other people do and just take all of them off the internet from the nerds who have learned how to actually make this stuff.

(Wait, I know how to make macros too. EFF! I'm too much of a hoor to be a nerd! D:)

First off, Kokomala (who no longer posts here) has a wonderful sticky with macros in it that people visit every now and then and toss new stuff in - go back periodically and see if there's new stuff in it for you to use: http://us.battle.net/wow/en/forum/topic/2369739861

For those interested in learning how to make your own macros, or want something to reference, the following are excellent resources:

If you ever get confused about what a particular macro does, then this site is incredibly useful in explaining it:
  • http://www.macroexplain.com/

The simple version of how to make a macro: type in /macro to pull up the menu. Click to make a new one, and pick an icon/name for it - type in the text and you're done.


General Macros

/script for bag = 0, 4 do for slot = 1, GetContainerNumSlots(bag) do local name = GetContainerItemLink(bag,slot) if name and string.find(name,"ff9d9d9d") then DEFAULT_CHAT_FRAME:AddMessage("Selling "..name) UseContainerItem(bag,slot) end end endVendors all grey items in your bags.

/run CompactRaidFrameManager:UnregisterAllEvents()
/run CompactRaidFrameManager:Hide()
/run CompactRaidFrameContainer:UnregisterAllEvents()
/run CompactRaidFrameContainer:Hide()
Hides Blizzard's default raid frame pop-out box.

/script SetCVar("cameraDistanceMax",50)Sets the max camera distance far out - one time push that stays in effect after log-out.


Shaman Macros

#showtooltip
/stopcasting
/cast Wind Shear
Standard Wind Shear interrupt macro - unlike most other interrupters, we don't use a focus macro to do it with since we're usually going to have the tank or a VIP focused for monitoring and if you use mouseovers or click to cast then you'll have the enemy targetted.

#showtooltip ReincarnationPulled from Koko's thread, this lets you see your Reincarnation cooldown without having to use a macro or flip through your spellbook by simply mousing over whatever button you have the macro on.

#showtooltip
/cast [noform] Ghost Wolf
/cancelform
Again pulled from Koko's thread:

04/12/2011 01:19 AMPosted by Kokomala
This lets you get out of Ghost Wolf form faster than actually re-casting Ghost Wolf again. It has limited uses, but is mostly highlighted during any combat where you need to travel a distance in order to get into a vehicle quickly.

#showtooltip Healing Rain
/cast !Healing Rain
Lets you press HR repeatedly without removing the targeting reticle.

#showtooltip Greater Healing Wave
/cast [target=mouseover,help,nodead][help][target=player] Greater Healing Wave
Standard mouseover heal macro - substitute Greater Healing Wave for whatever heal you're using.
Secretgarden
Steamwheedle Cartel
Secretgarden
85 Draenei Shaman
3495
Edited by Secretgarden on 2/17/12 12:49 PM (PST)
Section 17 - FAQ (Frequently Asked Questions)

Perpetual work in progress. Check the Change Log for any new additions!

Q: Why does my CC break randomly?
A: "Heartbeat Resists" check your hit rating every three seconds or so for breaks. As we're healers, we have no hit rating, so every three seconds we have a ~6% chance that our CC randomly breaks. Don't CC if you can avoid it.

Q: I can't keep up with all the damage! /le sob
A: /tissue
Alright, you need to ask yourself these questions:
Is the tank adequately geared for this instance?
Is the tank doing something wrong, like not using cooldowns properly?
Are the DPS standing in things they're not supposed to or not interrupting?
Is the group using CC when feasible?
Does the group know what to do for the fight?
Are you adequately geared for this instance?
Are you geared correctly?

If the answer to any of those questions is "no" then fix it. If you still have problems, post them.

Q: I manage to keep up with the damage ... until I run OOM.
A: See above.
Now, does WS have less than a 99% uptime?
Are you not stacking Spirit until you bleed it?
Are you using HS/GHW/HR when you could use HW/RT/CH?
Are you using HS, period, when someone wouldn't die otherwise?

If the answer to any of those questions is "yes" then stop it. If you still have problems, post them.

Q: Could you talk about how to set up totem groups for in-dungeon healing?

A: Here's the short and sweet response.

If there isn't an armor aura, use Stoneskin since th tank's survivability > moar deeps. If there is an armor aura or no str/agi buff, use Strength of Earth because free deeps is awesome. If there's both, don't use an earth buff totem and save mana.

If there isn't a SP buff, use flametongue. Rawr deeps. If there is, don't bother putting it down.

Always use Healing Stream over mana spring; the healing and resistance is more valuable than Mp5.

If there's no spell haste aura, put down Wrath of Air, since your healing capability and therefore the group's survivability again > moar deeps. If there's spell haste but no melee haste, use windfury. If there's both, use nothing.

Q: Ultraxion is eating me alive! Help!

A: If you're on 10m and not running with a Holy Paladin or Disc Priest, get blue. Otherwise, Green. You should be able to sustain for the first few minutes with exclusively LB/HR spam, using SLT during the damage jump before red buff. Use MTT when you have to start chain healing and your mana dips. Don't forget to use both elemental totems for a DPS boost.
Secretgarden
Steamwheedle Cartel
Secretgarden
85 Draenei Shaman
3495
Edited by Secretgarden on 2/17/12 12:48 PM (PST)
Section 18 - LFAQ - (Less Frequently Asked Questions)

This is going to be similar to the FAQ, but it's focused on more obscure things.

Q: What are "mouseovers" and "click to cast" and why does everyone use them?

A: A mouseover is a spell macro that allows you to move your mouse over a raid frame and press the key that the mouseover is bound to and cast the spell. Click to cast means using Clique to click a button on your mouse and cast a spell, sometimes in combination with modifier keys (Shift, Ctrl, Alt).

Mouseovers and C2C will for most people dramatically increase your reaction time and for the few that it won't, it very much improves your quality of life and still has a minor improvement to your performance. I for a long time opposed change to mouseovers, but I made the change recently and I'm enjoying it.

Q: What encounters give extra damage bonuses or have damage gaps that can be used with TC?

A:
VP - Altarius while you're upwind
GB - Erudax during Shadow Gale
BRC - Karsh Steelbender when he has Superheated Quicksilver Armor stacked up
ZG - Venoxis when he is debuffed wth Venom Withdrawal
BoT - Halfus when he is debuffed wth Dragon's Vengeance (After Dragon deaths)
BoT - Dragon Siblings while debuffed with Engulfing Magic
BWD - Omnotron Defense System while in a Power Generator
BWD - Magmaw when he is impaled
BWD - Atramedes during Vertigo stun
BWD - Maloriak when he is debuffed with Debilitating Slime (Green Phase)
Firelands - Alysrazor Phase 3 while debuffed with Burnout
Firelands - Ragnaros Heroic, during the last phase while rooted
DS - Morchok, during the black phase. Position yourself to get LoS behind a spike (the edges).
DS - Warlord Zon'ozz, after the first P2 begins.
DS - Yorsahj the Unsleeping, during the slime spawns
DS - Hagara Stormbinder, during the Feedback debuff after each special phase.
DS - Ultraxion in between damage spikes (becomes unfeasible after 2-3 mins)
DS - Spine of Deathwing, while tendons are exposed
DS - Madness of Deathwing during Cataclysm and after arriving on a platform

Q: What setup do you use?

A:
My UI: http://i42.tinypic.com/xkn9cj.jpg

Addons I use on Secret: Bagnon, Bartender4, Broker: BagInfo, DurabilityInfo, Tol Barad; Broker_Cashflow, BuffEnough, ChocolateBar, Clique, Conjured Announcer, Decursive (Soon to go), Elkano's BuffBars, ErrorFilter, Gatherer, Grid, Mik's Scrolling Battle Text (MSBT), OmniCC, Prat, Quartz, Sexymap, Shadowed Unit Frames, ShieldsUp, Skada, Spam Throttle, Tip Tac, Totem Timers, Deadly Boss Mods.

I use the Accidental Presidency font for all of my addons. I previously used a different one but I deleted some addon and it vanished and I haven't bothered to download a font package yet.

Profile Page: <a href="http://us.battle.net/wow/en/character/steamwheedle-cartel/secretgarden/advanced">http://us.battle.net/wow/en/character/steamwheedle-cartel/secretgarden/advanced</a>

Keybinds and Setup:

1-5: Mouseover GHW, HS, HW, RT, CH.
6: Macro HR
8-0: Mana Tide, Core of Ripeness, Lifeblood. I usually click these.
Ctrl + 1: Water Shield
Ctrl + 2: Purge
Ctrl + 3: Wind Shear
Ctrl + 4: Lightning Bolt
Ctrl + T: Totemic Recall
Ctrl + C: Stoneclaw Totem
Shift + S: Spirit Link Totem
Shift + E: Mouseover Earth Shield
Shift + W: SWG
Shift + T: Totem Lay
Shift + H: Heroism

Clique: I have two buttons on the side of my mouse. The front is for Dispel, the back is for Unleash Elements. Shift + Front is for NS.

Grid Configuration: Upper Right = Riptide Buff, Upper Left = Aggro Notifier. Lower Right = Poisoned/Diseased, Lower Left = Incoming Heals. Debuffs I can dispel show up in the center, along with health deficits.

I have the Quartz target cast bar under the enemy frame. When it isn't casting, the cast bar on the enemy frame doesn't show and it appears virtually identical to mine.

I have most of my buttons on my map hid permanently. When I mouse over it, my Calendar and Skada buttons are there.

I'm using ShieldsUp again because I've replaced the TotemTimers shielding interface with my Mouseover ES binding. Now that I'm using mouseovers I have the spare concentration to remember who I'm shielding or just mouse over my Focus (usually my tank) and its much more convenient sometimes than the TT interface was.
Secretgarden
Steamwheedle Cartel
Secretgarden
85 Draenei Shaman
3495
Edited by Secretgarden on 1/18/12 12:30 PM (PST)
Section 19 - Misc. Information


Links:


Jynus Sticky: http://us.battle.net/wow/en/forum/topic/2369739879

Previous Guide Version: http://us.battle.net/wow/en/forum/topic/1577519250

A 4.2 Resto Spreadsheet: http://us.battle.net/wow/en/forum/topic/2878770833

Pocket Guide to Healing Heroics: http://us.battle.net/wow/en/forum/topic/3341769281

4.0-4.2 Pre-Raid BiS List: http://us.battle.net/wow/en/forum/topic/2721565181?page=13#257

T11/T12 Raid BiS Lists: http://us.battle.net/wow/en/forum/topic/2721565181?page=13#258

Blogs:

http://lifeingroup5.com/

http://totemforest.com/

http://www.restoshamanflow.com/

EJ:

Speed Reference: http://elitistjerks.com/f47/t20765-shaman_enhancement/#Agility_vs_Run_Speed_for_Boots

EJ Combat Ratings: http://elitistjerks.com/f15/t29453-combat_ratings_level_85_cataclysm/

EJ Resto Thread: http://elitistjerks.com/f79/t121202-resto_raiding_4_1_updating_4_2_a/

4.0 Thread: http://elitistjerks.com/f79/t110263-resto_cataclysm_raiding_discussion/

Trinket Spreadsheet 4.1: https://spreadsheets.google.com/ccc?key=0AusAY44Fxw23dHJ3cnFRdHAxZXRsVmJQM2N3QVlPbGc&hl=en&authkey=CI-0-uoP#gid=0
Secretgarden
Steamwheedle Cartel
Secretgarden
85 Draenei Shaman
3495
Edited by Secretgarden on 1/23/12 2:47 PM (PST)
Section 20 - Upcoming Patch Info & Change Log


Upcoming Patch Info:

N/A


Change Log:

6/28
Added in bits and pieces throughout the day of Sec 17-19.

6/29
Section 8 - Converted T11 VP gear to JP.
Sections 14, 15, and 16 added.
Added PowerAuras to Section 14 & 15 listings where applicable.

7/02
Section 7 - Added T12 Normal and Heroic trinkets.
Section 9 - Added T12 Normal and Heroic lists.

7/04
Section 9 - Corrected Firelands Heroics (Rep pieces are not upgradable), switched necks for both.

7/06
Section 17/18 - Added Totem dynamics to FAQ, formatted FAQ/LFAQ questions

7/12
Section 8 - Added Chelley's Staff of Dark Mending and T11 Chest/Pants to lists.

7/27
Section 19 - Added a spreadsheet to the link list.

7/30
Section 6 - Revised Haste information for HoTs. Haste benefits ELW/Riptide in between breakpoints.

Section 17 - Listed why Haste doesn't affect HR in between breakpoints.

8/22
Section 3 & 5 - Removed mentions of gearing Crit for HPM in raiding.

Section 5 - Updated Firelands section with 2pc/4pc information.

9/8
Section 10 - Updated HS outdated info, HPS now listed as "Medium".

10/13
Section 2 - Removed mentions of Cleansing Waters and Elemental Precision.

1/11
4.3 Updates (FINALLY, YOU LAZ-)
Section 2 - Expanded on Major glyphs, affirmed that AR still > Acuity.
Section 4 - Corrected hit cap to level 87 cap which is at least much closer with napkin math.
Section 7 - Updated Meta gem and trinket list.
Section 8: Renamed "Pre-Raid and LFR BiS Lists", changed content accordingly.
Section 9: Renamed "DS BiS Lists", changed content accordingly.
Section 18: Updated TC list and UI information.
Section 19: Added Legacy sections to links list.

1/18
Section 2 - Forgot to remove blanket WS recommendation in 4.2, finally did so.

1/23
Section 5 - Copied in the wrong draft by mistake before. Maintain Riptide threshold + stat balance.
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