Topic (Locked) Riding the Wave Out: Resto PvE Guide
Edited by Secretgarden on 2/1/12 3:56 PM (PST)
Resto PvE: Riding the Wave Out
Latest Update: 1/23/2012
Section 1: Introduction
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
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.
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
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.
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.
Highly Rated #1
Edited by Secretgarden on 1/18/12 12:02 PM (PST)
Section 2: Talents and Glyphs
Detailed below with the spell section.
Increases healing done and makes HW/GHW faster.
Standard 50% mana regen from Spirit talent.
More on this fun thing in Stats.
2/2 Ancestral Resolve
3/3 Tidal Focus
3/3 Spark of Life
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
2/2 Elemental Weapons
3/3 Improved Shields
2/2 Ancestral Swiftness
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..
Flat crit increase. Yum. If you're not going to use TC, this is your default choice.
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.
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.
Highly Rated #2
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.
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
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.
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
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.
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
Highly Rated #3
Edited by Secretgarden on 1/11/12 8:35 PM (PST)
Section 4: Stat Priority Intro & 5-Mans:
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.
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:
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.
Highly Rated #4
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.
Highly Rated #5
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.
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.
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.
Highly Rated #6
Edited by Secretgarden on 1/12/12 1:42 PM (PST)
Section 7 - Gems, Enchants, Trinkets
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
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.
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
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
Seal of the Seven Signs
Heart of Unliving
Seal of the Seven Signs
Jaws of Defeat
Eye of Blazing Power
Seal of the Seven Signs
Edited by Secretgarden on 9/8/11 1:40 PM (PDT)
Section 10 - Spell Basics
Speed: Slow (TW: Medium)
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)
HPS: Very High
Use it when you need a big heal and you can afford an extra half second before your target goes splat.
Efficiency: Low (TW: 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.
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.
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.
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)
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.
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.
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.
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).
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.
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?
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'?"
Are you about to move for a lengthy period of time, and will you need to cast during it?
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?
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?
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?
is there a moment where someone doesn't need a healm you can spare a GCD, and WS isn't at three stacks??
Can you not do one of the above and are you specced into Telluric Currents?
Can you not do any of the above?
You're doing it wrong!
Highly Rated #11
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.
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.
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.
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.
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.
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.
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
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.
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.
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
Because there's so many ways to configure a UI, I'm just going to group addons by what they configure.
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.
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.
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.
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.
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.
Edited by Secretgarden on 6/29/11 9:36 PM (PDT)
Section 15 - Addons 2
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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:
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.
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?
Q: I can't keep up with all the damage! /le sob
Q: I manage to keep up with the damage ... until I run OOM.
Q: Could you talk about how to set up totem groups for in-dungeon healing?
Q: Ultraxion is eating me alive! Help!
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?
Q: What encounters give extra damage bonuses or have damage gaps that can be used with TC?
Q: What setup do you use?
Edited by Secretgarden on 1/18/12 12:30 PM (PST)
Section 19 - Misc. Information
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
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
Edited by Secretgarden on 1/23/12 2:47 PM (PST)
Section 20 - Upcoming Patch Info & Change Log
Upcoming Patch Info:
Added in bits and pieces throughout the day of Sec 17-19.
Section 8 - Converted T11 VP gear to JP.
Sections 14, 15, and 16 added.
Added PowerAuras to Section 14 & 15 listings where applicable.
Section 7 - Added T12 Normal and Heroic trinkets.
Section 9 - Added T12 Normal and Heroic lists.
Section 9 - Corrected Firelands Heroics (Rep pieces are not upgradable), switched necks for both.
Section 17/18 - Added Totem dynamics to FAQ, formatted FAQ/LFAQ questions
Section 8 - Added Chelley's Staff of Dark Mending and T11 Chest/Pants to lists.
Section 19 - Added a spreadsheet to the link list.
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.
Section 3 & 5 - Removed mentions of gearing Crit for HPM in raiding.
Section 5 - Updated Firelands section with 2pc/4pc information.
Section 10 - Updated HS outdated info, HPS now listed as "Medium".
Section 2 - Removed mentions of Cleansing Waters and Elemental Precision.
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.
Section 2 - Forgot to remove blanket WS recommendation in 4.2, finally did so.
Section 5 - Copied in the wrong draft by mistake before. Maintain Riptide threshold + stat balance.