2. Restoration
2.1 Basics
As restoration shaman you are allowed to swap weapon imbues a lot, depending on situation. However, earth living is what you'll be using the most.
Though you may find yourself in a lot of situations where peeling is needed, and the snare you get from frostband is extremely efficient for kiting, and peeling.
2.2 Stats
4% Spell hit/195+ Spellpen > Resilience > Intelligence > Crit/Haste (Till 10 % min)> Mastery
This might change with the upcoming Mastery buff, but not certain.
2.3 Gems
Red Socket: Int
Yellow Socket: Int/resil
Blue Socket: Int/Spirit with spell pen cloak for hit// 50 spell pen without.
2.4 Talents
There are some talent points for restoration that are essential for any PvP encounter: Arena, RatedBGs, or even duels.
- Focus Insights A must have. The reason for this is it reduces the mana cost of your next heal by 3,7k even when your shock spell cost 4,1k mana. However, this means a nearly free shock and it also increases the strength of the next heal by 30%. Telluric Currents is a nice talent but I can't really afford it. It's basically a free LB, which gives you 300-500 mana and 2k mana when it crits. LB is a very slow cast as restoration (2.5 seconds) and only does 4k damage. This talent might be more viable in later seasons as damage and haste increases.
- Totemic Focus: Reduces the mana cost of your totems by 30% and increases their duration by 40%.
This talent is nice because it works for Manatide, Stoneclaw and Earthbind totems, increasing their effectiveness by 40% over time. Mana tide lasts for 16,8 seconds with Totemic Focus and gives a decent amount of mana regen. The problem with this totem now is that it dies very easily with only 10% of your HP. It's not much and will die in one Ice Lance crit. Stoneclaw shield helps a little, but the mana regen is still not "superb" because of the low amount of spirit on the current gear. It should improve as stats improve and is still worth taking in cata when you ding 85.
- Totemic Reach: This is something you need from the enhancement tree (you will likely be getting Improved Ghostwolf anyway). This talent increases your totem range substantially; Tremor = 39 yards so no more "feared out of tremor range." It even increases the range of Healing Stream and gives the resistance you receive from the glyph up to 48 yards away. Searing Totem will shoot farther and Grounding Totem will reach allies further away so you can heal from a safer distance.
It's also good to place totems in a safe spot away from the battle to avoid having them stomped.
There are some different specs for restoration and I will only talk about some PvP examples for Arena & RatedBG:
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First Spec: This spec is something that can be used for all kinds of play styles. It might be a little weak in BGs but still works fine. It still has all the key-talents and is a solid suggestion if you are unsure which way to spec.
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Second Spec: This spec is almost the same as above. The only difference is Blessing of the Eternals, which slightly increases multi target healing. This spec is slightly better for rated BGs but is NOT recommended for Arena. The last talent in Nature's Blessing can be used somewhere else if you prefer.
2.5 Glyphs
Prime
• Glyph of Earth Shield: Increases the amount healed by your Earth Shield by 20%.
• Glyph of Riptide: Increases the duration of Riptide by 40%.
• Glyph of Earth Living Weapon: Increases the effectiveness of your Earthliving Weapon's periodic healing by 20%.
Major
• Glyph of Hex: Reduces cooldown of your Hex spell by 15 sec.
• Glyph of Stoneclaw Totem: Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.
• Glyph of Healing Wave: Heals you for 20% what the target when you heal.
CLARIFICATION
The reason for Earthliving Weapon and not Improved Watershield is that at 85 the passive MP5 is A LOT lower than expected. 493 mana at 85 is only a little higher which makes the glyph not worth it. I think there was a patch that buffed MP5 on WS.
I don’t use healing stream glyph anymore because they implemented 1 item with 150 spell penetration so it's pretty much useless.
2.6 Mastery
This new stat is very interesting, it increases the effectiveness of Deep Healing which increases the potency of your direct heals by up to 20%, based on the current health level of your target (lower health targets are healed for more). Each point of Mastery increases direct healing up to an additional 2,5%.
This ability has both positive and negative sides:
Positive:
- This talent gives you raw healing power when targets drop low, which is a lot more mana efficient and is not based on RNG healing like crit rating.
Negative:
- You need a lot more mastery rating to get a higher % compared to haste rating.
- With 0 haste (or only 5% from Wrath of Air Totem) you will be less mobile. You can't cast and run as easily and your HPS (Healing Per Second) will be much lower unless the target you're healing is at low HP.
Haste vs Mastery
I think haste will be higher priority than mastery rating because you will need higher HPS more often since healing is low and time is very important. Remember, Healing Wave has a 2,5 sec cast time and is the most efficient heal. More haste means you can use your more efficient heal more often.
You will have more opportunities to drink in RatedBGs so you won't need the long time healing efficiency from Deep Healing. Don't forget, you already have a 20% passive healing increase from your mastery.
2.7 Playstyle
As a restoration shaman at the moment, it pays off to be really thoughtful with your mana, and I cannot stress this enough but drink bug is a lovely thing - USE IT!
You will often find yourself in situations where hide & duck is the key sentence since you'll be hugging pillars and cleansing your teammates while grounding whatever needed and shocking the DPS, and then you might chase in for locking down a healer when the fight gets more intense.
However, other times you are needed to be INSIDE the heat of the battle with offensive purges, shocks, and hexes. You're even needed to swap weapon enchants to either help burst, slow someone down or simply peel for your teammates.
Also, use of Mana Tide should be used rather early in fights where you know it'll be difficult to get a drink off in the start due to the pressure/CC from the other team is overwhelming and you first have to survive the cooldowns. This will help you to have it ready when it might be difficult to drink again, after you drank while you're in control of the battle obviously.
Position is another keyword for a Rshaman, it defines a lot of your losses or victories, think about your position all the time. If you find yourself struggling sometimes, try fraps or have your teammates to point it out - I'm sure they'll be more than glad to try help you all to gain more victories.