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Member Since 03 Nov 2009
Offline Last Active Jan 17 2015 12:41 AM

#4360968 Freezing trap NERFED 21 sec CD

Posted Raak on 15 January 2015 - 06:43 PM

Fucking Kettu.
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#4341819 Are most healers rerolling Rdruids? o_O

Posted Syia on 09 January 2015 - 05:03 AM

when you can be 2500+ without having cyclone bound, people are gonna reroll druids.

#4083676 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 20 March 2014 - 02:07 PM

View PostDraeberkaj, on 20 March 2014 - 01:52 PM, said:

Thanks a lot pal!

When you say your control bind is set to capslock does that effect your windows as well? I suppose you mean that what usually is "control + 1" is now "capslock + 1"?

Ya, my keyboard is formatted via internal program so that caps lock now functions as my control, and NP! Glad to help :)

#4083646 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 20 March 2014 - 11:10 AM

View Postaleksai, on 19 March 2014 - 07:21 PM, said:


Could you explain a bit more how mastery works? I am familiar with the basic description but am wondering if you have found a way to measure the way it scales at which hp %. I'm currently experimenting with mixing stats- i have 79% mastery, 22% crit ( staying at or above 50% on hesling surge after riptide) and decent mana regen. I wanna figure out ioptimal level of mastery but other than finding my current setup effective i have no way to calculate hard numbers.

Anyway. Wondering if you had any insight.


To be frank with you I have no knowledge regarding our mastery stat based on theory crafting and data, but I think I'm going to start toying around with it and see how the numbers are.

I read somewhere that when the target is below 62% or so, mastery scales better than crit for single target healing. Mastery also applies to our Earth Shield, Riptide, Healing surge, wave, GHW, healing rain, and unleash elements. Mastery I believe is extremely potent when healing targets around 50~60%.

But the debate on mastery vs crit is weird due to the RNG nature of crit. I feel like in the current fast paced of the arena crit can shine over mastery because you can top someone off with one unleash heal.

This is Burb's stats: http://us.battle.net...Burbie/advanced who uses 87% mastery, and whenever I play him it seems to me that he has no problem keeping his team topped whatsoever. So mastery is definitely viable.

#4083643 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 20 March 2014 - 10:59 AM

View Poste130478, on 19 March 2014 - 07:55 PM, said:

Why do you prioritize spirit link totem as your first offensive counter? That's the only defensive ability that we have that will not only instantly prevent ourselves from dying but also guarantee the survival of a team-mate at near-death.

The list of defensive is prioritized based on importance, and is meant to be comprehended the other way around. So according to my list, NS should probably be your first defensive used because its relatively low on CD. I save spirit link almost always as my last defensive used, but this of course it depends on the situation of the arena.

View Postsunzrooney, on 20 March 2014 - 09:29 AM, said:

Excellent guide I've learned a lot.

I've just rolled a shammy, I'm just wondering on some fundementals, your UI seems nice and neat and you seem to fit everything on 3 action bars, however I'm having a bit of trouble. I seem to have an actionbar and a half full of totems etc.

Another thing I'd like to ask is the priority of healing.

For instance, what would you use most of all out of the following.

Riptide, unleash elements, healing surge, healing wave, greater healing wave, chain heal, healing rain etc.

Also what keybinds do you use to target yourself and your team mates?

My keybinds for my team mates are mouse scroll up, mouse scroll click, and for myself is mouse scroll down.

I hide my right action bar 1 and 2 haha, they are both full.

Priority of healing all depends on the situation. You want to riptide on cooldown, if it is against a dot spread cleave, make sure everyone has a riptide, unless they are trying to burst down one of your team mates, in which you case you want to use the riptide on that person. Unleash should be used when your partner is hovering around 70%, or getting bursted, so you can either follow it up with a NS or a casted healing surge. If you unleash and your partner gets topped back to around 80% due to Earth Shield / Riptide / Healing stream, its fine to use that unleash for a healing wave or a riptide.

Your two most casted heals should be healing wave and surge, never cast chain heal as it is useless in PvP, and you should only cast GHW when the enemy team is on the defensive and feel that it is appropriate to take the time to cast it to top your partner off since GHW is mana efficient. But you will find that casting GHW is going to be rare since you often don't have time to waste.

Healing rain is really only useful against rogue teams for their opener. Put up ES / Riptide on whoever you think they are going to open on (most likely you), cast a healing wave or two (depends on the map, try to mentally calculate how long it will take the rouge team to open on you), then drop a healing rain and a healing stream so that you have maximum passive healing for the opener. If you have healing rain, ES, riptide, and a stream down, your team is most likely going to be perfectly fine, unless their major offensives are used.

#4081858 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 17 March 2014 - 04:10 PM

View PostDraeberkaj, on 17 March 2014 - 11:22 AM, said:

Great guide - learned a lot.

May i ask what addon you use for "Grounded spellname"?

Also, can you recommend any keybinds for shear 123?

Thanks : )

The addon is "Veev's Spell announcer" which can be found on Veev's blog. You have to manually turn this function on by going into the lua file, opening it as notepad, then use the find function and search "ground". Just scroll and look for "SendChatMessage("Grounded "..spellName..".", "PARTY")", and delete the "--" infront it to make it work.

For shear 1 2 3 use binds that are extremely comfortable for your fingers to hit. You want to react fast for shear 1 2 3 so its important that these binds are quick and easy for your fingers. (I normally use control Q, W, E because my control bind is set to caps lock, but at the moment I'm using Naga 1, 2, 3).

#4080883 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 16 March 2014 - 02:18 AM

View Postpeakaboo, on 15 March 2014 - 11:54 PM, said:

Nice guide Rhee. I'm wondering how do you deal with Warlocks? Sometimes the can get rough and I think I'm using my defensive CDs incorrectly against them? Any advice. Should I be using Acendance or Healing Tide every demon soul to try and counter the locks pressure and keep my team topped. Other then the obvious keeping Hs down on Cd and keeping riptides up (which can also be hard to do with all the cc and purging) what else do you do

Against warlocks, the general idea is to prevent pressure with constant dispels of their dots (especially during their Demon Soul) to prevent Demon Soul soul-swaps.

Becareful with dispels though.. if you know that you can't stop a full CC landing on your partners or yourself, obviously don't go for them.

No. Do not ascendance or healing tide for every demon soul, rather try to shut down the lock by telling your team mates of the demon soul, and try to keep your team clean.

!!:Grounding does eat a soul swap exhale.

Ascendance / Tide are your strongest CDs when it comes to affliction warlock comps, so these cannot go to waste. Don't tide or ascendance for a single target ever. Healing a heavy spread-pressure moment (when your teams below 30%) can be hard because every global counts, and this is where tide / ascendance comes to your assistance. Keep riptides on all targets so they are affected by Ascendance for bonus heals, and remember that Ascendance -> NS will most likely top everyone off due to the spread healing.

!!:(Ascendance -> NS combo is probably your most potent CD vs spread-pressure)

Against warlock teams, it can appear that your team is trouble, when in fact you really are not. This comes mostly to your level of awareness, but wasting an AoE healing CD when its not needed, and not having it for later will cost you the game.

So try to keep a mental timer on the offensives available from the enemy warlock's DPS partner, or the enemy CCs that are available to hit you. So if you know that you are on DR for CC, and that enemy damage is probably not incoming, you can just try to top your team off with a stream, riptides, and casted heals.

#4073125 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 07 March 2014 - 02:50 AM

View PostAccelerator, on 06 March 2014 - 06:59 PM, said:

Hello Rhee the shaman

Thanks for the guide!

I'm having issues against kittycleave and tsg that will train me (rshaman) all game as KFC or Spellcleaves.  Can you please tell me which target my team should kill and the other to control, so that I dont have to use every cd in the opener or just get stomped in 18 stuns?

View PostPsychic1, on 06 March 2014 - 08:06 PM, said:

Curious, whats the addon that shows what you ground in party chat? Is it ShamanFriend? It's Veevs spell announcer.


Those two melee comps are the worst possible combinations for a resto shaman to survive against, especially if you get trained from start to finish.

So against the kitty cleave, it will be worth it to glyph capacitor totem if you are running KFC or a spellcleave, but against the TSG you have to decide for yourself if you want healing stream for the DK damage or capcitor. Against the TSG I would say go capacitor if you are running KFC because KFC doesn't have as much peels as something like MLS, which has 2 spammable CCs with poly and fear.

KFC is a really good comp (don't get me wrong), but it is one of the shaman comps that can be weak when it comes to protecting you against certain cleaves. The reason why KFC is weak against something like kitty cleave or TSG is that they will most likely be paired with a paladin or a MW monk, rendering your pressure and CC useless for a WHILE because they have so much healing output and ways to get out of them. The only peels KFC can do for you are shockwaves, intervene (10% damage reduction), demo banner (10% damage reduction), and charge stun from the warrior, and pet sac from the hunter. All these are on a cooldown and not spammable.

As a KFC, your best bet is to CC the healer with trap, then save warrior CCs like stormbolt or shockwave for peels. Try to live as long as you can.. totem prep or call of the elements is so crucial to do efficiently against cleaves.

Against cleaves you CANNOT waste any totems (capacitor,healing stream, freedom, earthbind mainly) so make sure all is used before you prep.

Against cleaves you need to be efficient when trying to juke their interrupts. So if you do decide to stop your cast, refresh your riptide, drop a stream, drop a earthbind, or even refresh your Earth Shield if none of the above is available. Don't just jump around trying to fake-cast forever.. eventually you will fall behind and sometimes not even get their interrupts, leading to death.

Also your priority for defensives change against cleaves. NS paired with Ascendance is probably your biggest cooldown as it can top you to full when it crits, so DO NOT WASTE YOUR NS. Save aura-mastery for when they have interrupts available and when you failed to juke their kicks.

Healing Tide if you feel like if you are getting behind, and try to drop it before a stun lands. You should try to trinket Reck / Incarnation Stuns, or to trinket last second for a spirit link.

Against cleaves using your capacitor totems well save your life. Drop your Capacitor so its right up against the wall (face your left-ass to the pillar & drop it) and stand on your cap totem right after it drops. Doing this will prevent your cap getting cleaved even by warrior / feral as the cast time is only 3 seconds for the stun to go off.

As MLS or any other caster cleave, the peels are much better for your survival especially if you have a mage or a warlock on your team. Have your team spam fear or poly when you are stunned on the DPS, and use gateaway paired with a CC on both so you can get away and heal. Ring of frost does wonders so be aware of that and ask for it too.

View PostEmmawatsonz, on 06 March 2014 - 08:42 PM, said:

Good guide.
I'd like to point out that the range on Tremor Totem is infact 30yds. Also, I am curious as to why you use Blood Fury with NS as opposed to using it with Ascendance?

I have blood fury in both my ascendance and NS macros. I like having BF in my NS because I want to guarantee a big heal when I use it, and I like to use Ascendance + NS combo anyway. The reason why I don't just save BF for ascendance because you will rarely free cast with this CD up, so it is pretty weak in that sense.

Thank you for the tremor range, its fixed!


Thanks everyone for the great feedback! <3


#4278508 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 28 November 2014 - 12:37 PM

Updated! : )


#4265938 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 16 November 2014 - 10:58 AM

I'm back!

As soon as I find the time to test stuff out, I will update the guide for WOD : )

Hope to see everyone in arenas soon.

#4331871 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 04 January 2015 - 02:01 PM

updated the guide

categorized & added more content to the "Useful Tips" section so it is easier to follow and read.

updated the "Stats" section suited to current patch. (Stats, enchants, etc.)


#4071245 [WOD] Rhee's Resto Shaman Guide!

Posted Rhee on 04 March 2014 - 06:17 PM

Rhee’s WoD Resto Shaman Guide (6.02)

Hi there! I’m Rhee the shaman, and while I’m pretty new to the PvP scene of WoW, I believe I have found success in the shaman perspective of arena combat, allowing me to have ethos for a guide!

My first ever arena season was Malevolent season, where I played a hunter to around 2200 rating. Watching popular shaman streams like Flubbah, Kollektiv, and Cdew inspired me to play one!

My first season as a shaman was Tyrannical, where I found some success – achieving 2400+ rating as shatterplay – but I had to AFK mid-season, which resulted in an absence of any titles. First full season was Grievous, where I achieved R1 playing numerous comps, and I was very privileged to play with many talented players to get to this level.

Some people have been saying Shamans are terrible in 6.02 but after playing some games I have to say shamans still feel fine!

You are susceptible to cleaves as always, and I have found the best comps to include a hybrid. Boomkins, Ferals, Ret Paladins are your best friends.

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This is pretty much the “Cookie Cutter” talent build to be an effective shaman. With the exception of the level 30 45, and 60 talent choices.

I’ll provide a rule of thumb, where you can swap out the “Cookie Cutter” talent for the marked ones above, and explain why.

Use Earthgrab Totem VS Rogues, or Warriors, or Monks, or DKs (Who are NOT paired with a Mage)

Ex) Monk / Spriest / Shaman

  Ex) Rogue / Warlock / Shaman

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When used effectively, Earthgrab totem can save your life when the enemy players attempt to make a swap on you.
It disrupts the melee from making contact with you, buying you precious time to react appropriately. And it also disrupts the enemy team’s offensive cool down coordination. While the caster can still hurt you with his cool downs, the melee will have to suffer delay on his cool downs.

Against rogue / warlock or shadow priest teams, you can drop this totem when the rogue attempts to make a swap to you with a vanish or a step + shadow dance combo. It pulses, so dropping it when you know that the rogue is running at you with vanish up will root him in stealth when he gets near you, hopefully wasting his dance or shadow blades uptime.
Against warrior or monks + caster teams, it’s a lot easier to make use of this totem as you can visually see the swaps. Simply drop it when the monk or warrior gets near you and ghost wolf away!

I NEVER swap out Windwalk Totem verse any mage compositions because the freedom aura is simply too good for defensive and offensive reasons. Even against Rogue + Mage, I suggest you use Windwalk even though Earthgrab is extremely potent against Rogues.

Totemic Projection
This level 45 talent is really up to you. I personally never spec into it because my logic stands that double healing stream, grounding, tremor, freedom, and earthbind are just too good to give up.
However, when used effectively it can help your team out tremendously as you have absolute control of your totems.
If your team can use more CC, “throwing” Capacitor Totems can help your team out in that aspect.
Most shamans do not go this route, but Burbery, who is an extremely successful shaman always specs this, and is really known for this play style, so don’t be scared to try it out and adopt it.

Echo of the Elements
I have been playing with this level 60 talent quite a bit, and I have to say it has its uses against certain warlock/boomkin comps. Whenever you use a spell, you have a chance to proc Echo, which grants you double dispell or riptide or unleash. This talent paired with Glyph of Cleansing Waters will do wonders against a UA Lock when you will be able to constantly keep your team clean of dots. I could see this being extremely potent something like LSD2, but I wouldn't use it against a team with capable burst since you do sacrifice NS. You should keep NS for most caster/melee comps, and only go to Echo against wizard cleaves you feel comfortable enough to heal without NS.

Storm Elemental Totem
I really dislike our 100 talent.. But what am I gonna do right? I've seen shamans spec this but I dont find much use for it because you are going to need to drop other important air totems like Grounding/Capacitor that are on short cooldowns, limiting this totem's potential uptime and efficiency. You should play around with it though.

Cloud Burst totem has some uses but it isn't that strong. You can use it before openers and any time your healing stream or healing tide is on cool down. Stacking this shit with Ascendance is actually decent healing.


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They edited our 4-piece so that it doesn't give us aura mastery from Spiritwalker's Grace anymore, so you will need to pick up Glyph of SG all the time.

Glyph of Ghost Wolf: Basically allows you to kite well when enemies target you. Shamans get targeted a lot, and this glyph is a must have when it comes to kiting and surviving.

!I will rarely switch this glyph out. But you can against certain double caster teams if you feel comfortable enough to survive without it. Something like Warlock/Boomkin, or Shadow Priest Warlock, etc. Especially if you have a another source of freedom from your team you can swap this glyph out for something more useful.

Situational Glyphs

Glyph of Healing Stream Totem: Even though they nerfed healing stream the 5% protection from certain schools of spells is still useful for fighting against frost mages or DKs. Healing Stream has decent up-time and is on a relatively short cool down so this glyph is still potent.

Glyph of Capacitor Totem: Great glyph to use to buy you time to recover since shamans are still really squishy in WOD. This glyph makes it so Capacitors are super easy to land.. I try to take advantage of teams stacking with this glyph as that triple stun will win you a game (seriously).

Tip: This glyph with Earthgrab Totem is a secret weapon of mine when it comes to dealing with melee + caster comps that will try constantly to make a deadly swap to you.
Ex) Against Rogue / Warlock, drop Earthgrab Totem first for the root when the rogue connects with you, step forward a bit, then drop Capacitor Totem so the rogue is not in range to kill it. Watch him get helplessly stunned and then smile since you lived!

Glyph of Cleansing Waters: Great glyph to use against DoT cleaves such as Boomkin / Warlock / Healer, or Ele Shaman / Warlock / Healer. Even greater when used with the talent "Echo of the Elements" as you will have 2 dispells, increasing the effectiveness and efficiency of this glyph.

Glyph of Hex: Okay glyph to use when the other team does not have a de-curse for your hex, or if your team is lacking CC. I don’t use this glyph that much because usually I will be occupied enough to have Hex back off cooldown when I really need it. But it can be extremely effective if your partner’s CC is roughly on the same cool down as Hex with this glyph.


I haven't really played around with stats since in WoD your stats are fixed in a sense that reforging doesn't exist. However you can still prioritize stats by buying certain off-pieces or dropping a 5th set-piece for a piece that gives better stats (since you only need 4 pieces of the set to get the bonus).

#1 Mastery: Mastery seems amazing in WoD. Mastery paired with crit enables you to top your partners off no problem when you do have to cast. This is because mastery allows your heals to be more potent when your partners are lower on HP. This paired with crit will make your casted heals amazing.

#2 Crit: Crit rating scales extremely well with shamans because our heals are amazing when they crit. Since we actually have to cast now (with the nerf to passive healing via totems) crit rating is a big factor.

#3 Versatility: Versatility seems to be our next best stat since it increases your healing done, and decreases your damage taken. Perfect for squishy blues!


You should get the 4-piece and buy the chest piece that isn't part of the 5-piece set. The chest piece that is part of the 5 set gives poor stats, meanwhile the off-set chest piece provides you with mastery & crit.

For enchants, go full mastery.


I've tested both PvP trinkets (one used to get out of CC), one which provides spirit and one which provides crit rating.

I have to say that I like the spirit one because it helps with mana management. Since we don't have mana-tide totem anymore, you have to be some what cautious of burning mana.

For our second trinket slot, I would go with the on-use trinket which passively gives mastery and gives versatility on-use. Battlemaster Trinkets have been nerfed where the HP gain is minimal, and the extra mastery really does help.

-How to be an effective Resto Shaman-

Shamans are great when it comes to keeping their team-mates up with potent healing and support. Our toolkit, mainly Wind Shear, Grounding Totem, Windwalk Totem, and Tremor Totem allow our partners to stay out of CC and sustain offensive pressure by disrupting the enemy team.

However, Shamans are weak when it comes to survival and you will always be the weakest link of your comp. Shamans are pretty much susceptible to death in any given moment to any given comp. Therefore, you will need to build the skillset of surviving on top of having effective grounding totems, shears, and the like.

Rule #1: Always pretend you are in trouble.
- As I’ve stated before, we are susceptible to death at literally any given moment because we have no defensives while stunned or silenced.
- Learning to be defensively aware should be your top priority.
- Get in the habit of keeping a mental timer on enemy stuns and silences.
- Get in the habit of constantly checking enemy positioning vs yours. As you get more experience you will able to tell easily when the enemy wants to push up for a swap if you position yourself adequately.

Rule #2: Learn to be preemptive
- Our major defensive cool downs require us having to trinket, so learning not to trinket by being preemptive will substantially increase your chances of survival.
- Practice swapping Earth Shield + Riptide before you get swapped to. It can be hard at first, but trust me even the smallest things like this can go a long way for your survival.
- Practice dropping totems preemptively before the enemy team swaps on you. A fresh healing stream will do wonders before a swap lands, and a healing tide will be even better too.

Rule #3: Don’t panic
- Once you get the hang of managing your defensives and get used to the overall damage of arena, the panic will go away when scary swaps come, but I feel like this is often so easily overlooked when I watch other aspiring shamans.
- If you don’t panic, and look at exactly the offensive cool downs of the other team, you won’t waste unnecessary defensives, and therefore increase your time of survival.
- Using your trinket inefficiently and in panic will most likely lead to a loss.

Rule #4: Have a strong presence
-  Opposed to other healers like Resto druids, Hpals, or even Monks, Resto Shamans lack CC as our Hex is on a fairly long cooldown.
-  Effective healers (druids, hpals, monks) abuse their ability to CC and definitely pronounce their presence in the arena.
-  Mediocre shamans have a defensive mindset because they think our class lack the tools to have a strong presence. Top tier shamans use everything to their advantage (shocks, shear, hex) to disrupt the enemy team and declare their presence.
-  Don't waste your hex. Try to look for certain situations so that your hex actually does something meaningful and affect the outcome of the game. An example is to look for hexes on the off-target when the enemy player able to decurse is stuck in a minor CC, even something like a DR stun. Its great to hex an enemy mage's partner especially if he is being heavly pressured because it uses the mage's global. You can also hex to stop important casts when your wind shear is on CD. Hexing a enemy healer when he is low is EXTREMELY potent and not used often. The damage threshold to break a Hex is actually pretty high.
- Look for situations to land a capacitor stun. I always look for a situation to land a triple capacitor if the enemy team is stacking up defensively.

Our Defensives (Listed with importance)

!There is something wrong with our Healing-Tide totem or Healing Stream, as both ticks for relatively the same amount in full pvp gear (around 6.17k per tick). As of right now Healing-Tide is your worst cool-down, so don't be afraid to just use it when you are behind on healing and your healing-stream is on cooldown. Hopefully we see a fix for this soon.

Spirit Link Totem
PvP Trinket
Ascendance / Aura Mastery
NS or Ancestral Swiftness
Healing Tide

The idea here is to generally use certain defensives first before using the others as each provides higher percentage of survival. With the exception of healing stream of course as you should be using it almost off-cooldown. Its up there due to its potency as a passive healing source.

So, you should look to use NS frequently when the enemy team has ways to interrupt your cast or when your teammate is hovering around 30~50% for a quick heal. Always look to Unleash Elements into a NS Greater Healing Wave, as NS without Unleash won't heal for anything.

Tip: Against teams that are not spread pressure, but rather single target killers, you can use Ascendance before you NS for the extra heal to guarantee that they will most likely be topped off.

Tip: Against teams with obvious patterned CC like Hunter / Melee / X, you can Ascendance before you get put into a scatter shot, and the healing bonus will be applied to HoTs you have active on your partners. Sometimes against hunters I'll just pop ascendance before I know I will get Scatter Shot and throw an unleash riptide on my partner, and they will have a huge HoT when I'm CCd.

Tip: It is FINE to Unleash Elements + Riptide! Its extremely effective when you need a quick heal before you know you will be CCd because it can crit for decent healing, and provide that big HoT. Its super effective verse spread pressure teams, and I believe its one of the most underrated spell combos shamans can do.

Always try to preserve your PvP trinket by coordinating partner cool downs first as the absence of your trinket just makes you a juicy target for 2 whole minutes. I generally like to hold my PvP trinket until I have to Spirit Link, but of course it all depends on the situation.

The general rule of thumb is that when you use your PvP trinket, use a defensive following right after it.
Some examples are:
Trinket -> Spirit Link Totem
Trinket -> Healing Tide
Trinket -> Aura Mastery w/ Ascendance

-Useful tips-

Tremor/Avoiding Fear Tips

!!WoD has reworked Tremor Totem (I actually kind of like this change). You can't tremor DURING a fear. So now you have to "pre-tremor" Warrior fears, Warlock fears, and Priest fears. These classes will try to mind-game you but you should be able to sense when the fear is needed depending on the situation of the game. Obviously just drop tremor if your team is behind and you see the Warlock running at you.

1) Always remember that its better to waste a tremor (being faked to drop it) than trying to not be faked and being full feared. Dont risk it!

2) Against a warlock, its sometimes good to drop tremor offensively so the warlock can't peel his or her teammates. Be cautious though, only do this when you know the kill is secured.

3) Always watch positioning of fear classes, and react to them. Frost shock them, drop earthbind totem, tell your partners to make their lives hell in trying to reach you for a fear. This awareness and reactiveness will help you not waste a tremor, and actually use one effectively.

Grounding Tips

Grounding Totem is your best friend when it comes to survival. Spam grounding totem when you are stuck in a stun like deep freeze in an attempt to ground the silence effect that is always followed up.

1) !!:With WoD changes, there are more spells that you can Ground since categorizations have been simplified. One example is that you can ground Binding Shot.

2) !!: Grounding Totem will only ground magical effects like Counterspell, Spell Lock, and Silence. Won't work for a rogue garrote. You can also spam Aura Mastery during your stun so that when the effect expires you can immune the silence effect.

3) !!: In certain situations, you can use grounding totem as a cover from magical interrupts to get a cast off. Do this when in a do-or-die situation (when you obviously don't have aura-mastery). Just drop grounding and cast, and hopefully you can ground windshear or a CS.

4) The biggest tip I can give with grounding totem is that it is on a very short cooldown relative to its potency. Take the risk and drop grounding totem when you "feel" a spell incoming. Don't ever be scared to drop grounding totem.

Surviving Tips

If you play a shaman, you will get trained, and you will sometimes fall over. However you can prolong the game by surviving, which enables your team to have more of a chance to secure a kill.

MELEE CLEAVES (Warriors, Ferals, Combat Rogues, and other foul creatures)

1) Glyph of Ghost Wolf, Glyph of Spirit Walker's Grace ALWAYS.
   - Glyph of Capacitor Totem is used most of the time, but I don't go this route IF my team already    has a lot of stuns / double stuns.
   - Glyph of Grounding Totem is used against Ferals or Ret Paladins, IF you have enough stuns. You can reflect Hammer of Justice, or Cyclones, giving you precious time to top yourself off.
   - Glyph of Healing Stream Totem for DKs if you have enough stuns.


Trying to juke two melee is one of the most time consuming and risky maneuvers to do. This is because your instant healing will always be lower than the damage the two melee is putting out. This is why every global needs to be spent wisely.

- In between fake casts, refresh Earth Shield & Riptide.

- In between fake casts, don't be scared to unleash + Riptide. (Do it moderately high health)

- Whenever the two melee are caught in the tiniest CC, you need to EITHER create space or cast.

- Creating Space means dropping earthbind totem + freedom totem + unleashing (bonus speed) + ghost wolfing around the pillar or across the entire map if the CC on the melee is long enough. You do this if you are moderately high HP, and if the two are stuck in long CC with no outs.

- Cast when you are low as hell, and the two are caught in CC long enough for your healing surge to be casted. YOU NEED TO BE AWARE of the CC duration on the two melee so you dont waste precious time trying to make space (stepping forward), or unleashing (wasting a global second), then casting, at which point the melee will be out of CC and kick you.

3) Things to do when locked out

- Create space. Jumping off is actually good, it buys you a bit of time to take less damage.

- Prep your totems.

- Use versatility on-use trinket. (Take less damage)

- Use racial.

- Use Ascendance. This is so damn good to do if you need to use the cooldown. Ascendance wastes a global, and if you want to Ascendance + NS to get topped, this is a useful thing to do when locked out.

4) Cooldown Usage

- NS is your strongest cooldown against a melee cleave, this is because it is so damn difficult to cast with two of them sitting on you. I would say NS is bigger than link because most of the time the melee can kill SLTotem extremely fast (since they are right on you), and can damage through the cooldown as well.

- Spirit Walker's Grace is a potent cooldown as well, but you need to be extremely aware of what skills the two melee have used. You need to make sure stuns (shockwave, feral bash/stuns, kidney) are out of the way, as well as CC that can interrupt your SWC (Blind, Warrior Fear).

- The general idea is to counter their offensive cooldowns with your own. But you need to make sure not to overuse cooldowns as a melee cleave can kill you when both of their kicks are up.

- I generally counter immense offensive cooldowns (Reck, Incarnation, Killing Spree, Wings) with an Ascendance + NS, then move on to use SWC effectively.

- Unless you have a ret paladin as your team mate, you have to trinket the stun where the melee cleave pops major offensive cool-downs, UNLESS your teammates assure peels.

- In between rotating your cooldowns effectively, you need to rotate the cooldowns your teammates offer you as well. This includes something like Hunter's Roar of Sacrifice, Ret's Sac or BoP, and etc.

- You CAN'T stack defensives needlessly, and the basic idea is to have some form of defensive from either you or your team for every enemy offensive cooldown.


You have to take advantage of the fact that the two melees are tunnel-visioning in killing you. PUT THEM IN A BAD SPOT.

- Drag them back behind a pillar, which will  
  A ) Force the enemy healer into a bad spot for easy control, or a potential kill target.
  B ) Limit healing received to both melees, making them take more damage, and back-off.

- Keep rotating between pillars across the map so that they are consistently forced to be in a bad spot. When the melee has no trinket, and you manage to land a stun on it behind a pillar, it will die.

- Kite across the map with Ghost Wolf + Unleash+ Freedom Totem.

MELEE + CASTER Teams (Rogue/Warlock, Feral/Warlock, Rogue/Mage, etc.)

1) For your third glyph, use Cleansing Waters vs Warlocks, Healing Stream vs Mages  


- As the game progresses, you will feel the enemy team trying to pull you out to the open as you are always a viable kill target. Swaps are often times very obvious with the enemy team physically pushing in and CCing your teammates. Swaps are oriented around offensive cooldowns so keep a mental timer on the melee's offensive cooldowns as most swaps are coordinated with them.

- Be ready to quickly swap Earthshield, and always keep a riptide on yourself as these two hots will help in keeping you alive.

- You need to practice preemptively (before being stunned) dropping Capacitor Totems, and Healing Stream/Tide as these totems will require the melee to swap off for a second to kill them, buying you time to not take damage in the stun.

3) Against Melee + Caster Teams you need to make sure to coordinate your team's defensives prioritizing your security.

- This means to not waste YOUR cooldowns on your teammates unless its really needed, or vice-versa.

- This bascially means to let your teammates use their defensives first before you use trinket or a major defensive like Spirit Link Totem to save your teammates.


Before you get swapped to, you need to shear, drop grounding, or drop tremor totem so that your partners can help you.

- The enemy team will eventually get your teammates' trinkets, especially if they have spammable CC. You need to drop totems and keep your teammates out of CC before being stunned or silenced.

- If you failed to preemptively stop CC, use your pvp trinket and get them out. You will be surprised what your team mates can do for you. Prioritize dispelling the teammate with either more control or defensives for you.


Probably the easiest comps to play against and survive against since our tool-kit is designed to annoy wizards.

With the change to tremor totem, most wizard cleaves won't even target you for a kill, but attempt to put you in a bad spot for control

Something like God Comp can take advantage of the new Tremor Totem since they can chain CC us when we are feared into a terrible spot.


Easier said than done, but fear is the start of infinite CC because it will often put you out of positioning.

Shamans weren't scared of fear before since we could tremor to break fear and just wind shear or ground the follow up CC.

- Against Shadow Priests, when you know fear is coming up, adjust your positioning, as well as your team's positioning so the priest doesnt get a "free" fear. If you see a priest darting at you, then guising, tell your team to pull back.

- Make the the Priest's life hell by creating space between, snaring the priest with Frost Shock and Earth Bind, as well as other snares/slows from your team.

- Always let your team know if you don't have tremor so they can play and position accordingly.


Unless you know you are going to secure a kill, don't Wind Shear random shit just because your mind/reaction wants you to.

- Shear CC; Try not to shear casted damage, or casted heals. (Unless its for the secured kill or you have grounding)

- Even if you have some offensive momentum going, shearing a heal opens up opportunities for the casters to CC. Even if you have Grounding Totem, it is super easy to get rid of because casters have numerous abilities, and Grounding Totem won't stop two CCs targeted at you.


Abusing a pillar means to hide behind a pillar so that the casters can't CC you, and only poking out to heal or purge.

- Abusing a pillar enables you to save wind shear/grounding since you can just side step to be out of Line of Sight.

- Abusing a pillar makes it harder for them to swap to you.

- Abusing a pillar sometimes forces the casters to push in to CC, putting them in a bad spot, dragging the enemy healer out for more control.


1) Memorize the totem placement pattern.

Fire totems don’t matter, but be wary that your Earth Totems drop on your front-right, your Air Totems drop on your bottom-left, and that your Water Totems drop on your bottom-right.
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Learn to hide your healing streams behind pillars as decent players will always look to kill them. So just position yourself so that the pillar is behind you to the right and drop a healing stream, which will hide it from enemy LoS. Healing streams work through walls and z-axis too.
- On a map like Blade's Edge with z-axis, you can drop your healing stream or healing tide underneath the bridge to protect it from being killed and it will heal your partners up top.

Since you know that your Tremor Totem (an Earth Totem), will drop on your front-right, make sure to position yourself to get your partners out of fears or wyvern stings since the range on Tremor is only 30 yards. I’ve seen many shamans “miss” their tremors because its not in range, and weren’t aware of the totem’s position.

Same with your healing stream, you can hide your Grounding Totem against hunter teams to protect yourself for 20 seconds from getting trapped. Same logic, hide it behind a pillar so that you are the only one getting protected from the grounding aura, while your partners are pushed up.

Last but not least. Now you know that your Spirit Link Totem will drop on your bottom left, you can “aim” Spirit Link to make sure your partners will get the health distribution.
Ex) Your partner is a bit far from you, and requires spirit link to survive. You run towards him, and you can jump, and rotate your camera around, and strafe in the air so that your left backside is facing your partner to guarantee the Spirit Link to “hit” your partner. This will allow you to link faster since you won’t have to run to him as much. I essentially call this “throwing your link”.

2) Totem Prepping

If you need to prep your totems for another tremor, make sure to just use and drop all your active totems like earthbind, freedom, grounding, healing stream, and even capacitor. Wasting any of the above is a big no-no. Sometimes I land random Capacitors with this strategy.

3) Rogues

Against a rogue, never trinket the first stun unless you want to spirit link, or if you are at the stage of the game where your defensives are limited or you are likely to die. The idea is to trinket the DR stun and then use your aura-mastery to immune the garrote. Be wary though, rogues will triple DR stun you for a kill.

A rogue will always try to gouge your aura-mastery heals. Just pop it, and run the direction the rogue is facing, also spin your camera around like a maniac if you think he is going to sprint or step gouge.

Be aware that rogues WILL use Blind to stop your aura-mastery heals.

Drop your fire-elemental totem early vs. a rogue to keep you in combat, and thus protect you from saps.

4) Healing Stream Totem

Don't waste healing-stream by just dropping it off-cooldown. Its best to try to drop it before the next CC lands on you so your partners have the stream to heal them while you are CCd. Same logic goes for Healing Tide. I always try to healing stream or tide (based on enemy offensives used) before I get stuck in a long CC chain, so against a hunter I will try to drop these before he even lands the scatter shot, which will be followed up by another stun or a freezing trap, into a silence.

Hide your Healing Stream Totems behind pillars to stop them from being destroyed.

5) Toolkit

SHOCK!!! and I mean it. Frost Shock slows enemy players, and Flame Shock can be used for reflects, and dark sims. This is probably the most distinguishing characteristic between a successful shaman and a decent one.

PURGE!!!! Learn to have a habit of constantly purging. It will improve you tremendously as a resto shaman. Keeping a mage “clean” of buffs will allow you to sometimes instantly purge NS or offensive buffs. But learn to be mana-efficient with it as well, purging is high mana-cost.

**Purge will get rid of enemy shaman’s grounding totem or any other similar effects.


Wind shear will “eat” the reflect effect of warriors, but its better to flame shock so that your shear can be used for a cast instead.

If you shear a mage on a polymorph cast, just hex his ass (mage can’t use Counsterspell if you lock them out on poly) if your hex isn’t that crucial to your team’s CC. Often times, mages will just cast a ring of frost after the lockout and you can’t do anything about it. So hexing to stop a cast is extremely good.

Try to fake Counterspell from casters with a casted hex instead of heals. I found that in my experience casters tend to respond with CS for hex rather than a heal.

If your PvP trinket is on cooldown, and the enemy is obviously trying to kill you soon, and your teammates are out of utility, it doesn’t hurt to be “clutch” as it will most likely pay off.  Try to preemptively spirit link, healing tide, healing stream, tremor to increase your chance at survival because once that stun lands you are most likely dead anyway.


Some macros that I believe are essential as a resto shaman.
Replace the 1 with 2 and 3 for arena 1~3 macros that will aid you.

#showtooltip wind shear
/cast [nomod, target=arena1] wind shear
/cast [mod:ctrl,target=arena1] hex
/cast [mod:alt,target=arena1] frost shock
- Doesn’t have to be this format exactly, but just have your wind shear, hex, and shock for arena 1~3 bound.

#showtooltip Cobo Cola
/click TotemFrameTotem2 RightButton
/use Cobo Cola
- Destroys your fire elemental totem to go for drinks

/cast [@arena1] Flame Shock

/cast Grounding Totem

/cast [@arena1] Flame Shock

#showtooltip riptide
/cast [nomod] riptide
/cast [mod:ctrl, @player] riptide
- I have self riptide bound so that I don’t have to waste time swapping targets to pre-hot myself before a potential swap.

#showtooltip Water Shield
/cast [nomod] Earth Shield
/cast [mod:shift] Water Shield
/cast [mod:ctrl, @player] Earth Shield
- Same concept as above for earth shield.

#showtooltip Ancestral Swiftness
/cast ancestral swiftness
/cast blood fury
/cast greater healing wave
/p NS!

/script function CompactUnitFrame_UtilShouldDisplayBuff(a,b,c)local _,_,_,_,_,d,_,e,_,f,_,g=UnitBuff(a,b,c)if UnitAffectingCombat("player") then return (e=="player" or e=="pet") and not f and d > 0 and g; else return g end end
- The above script shows your water shield on default raid party frames.


I feel like many beginners tend to clutter their user interface with a lot of information because they are not comfortable with their level of awareness yet. However I strongly recommend keeping it as simple as possible. Using addons is fine to start off, but don't go overboard with it and start with one at a time to get used to them.

Try to keep your field of vision clear so that you can start to be aware of enemy positioning as well as yours and your teammates'.

This is my UI, inspired from Kollektiv's that grants me good field of vision, focus buffs / debuffs, targets buffs / debuffs, my totem frames, and arena 1~3 cast bars.

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I hope you have enjoyed the guide, and if you have any questions don’t hesitate to message me in-game Rheey-Tichondrius, I’m always willing to help out or message me on twitch at username Rhee1.

Resto shamans are a great class once you get used to its weak points, and is definitely one of the most constantly effective and potent healers in 3v3 arena.

I don’t stream unfortunately, but you should check out these streams for high level shaman content that you could learn a lot from. Practice and watching streams is how I progressed pretty fast too.

Cdew – twitch.tv/cdewx
Flubbah – twitch.tv/flubbah
Takenotezz – twitch.tv/jakenotezz
Eeluminati – twitch.tv/eeluminati
Kaska – twitch.tv/kaskatv

These guys seriously rock, and studying their globals, and trying to adopt them into your play style or imitating them will seriously improve your level of play in no time.

#4119926 Kuilox Apologize Note

Posted Capstone on 13 May 2014 - 05:09 PM

View Postmukuld50, on 13 May 2014 - 03:01 PM, said:

I opened AJ after a pretty long time today out of curiousity - I DONT RECOGNIZE MANY OF THE NAMES HERE WTF
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do not worry i have compiled an image comprised of other images (except conan) i took from this website to brief you. it should all start making sense once you study the image

#4119710 Kuilox Apologize Note

Posted abolishedtehe on 13 May 2014 - 01:48 PM

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#4120625 Boomkins are fine

Posted Mattadoro on 14 May 2014 - 08:08 AM

thank you, i apolagize in advance for it not being about ddos