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KorzulMember Since 25 Jan 2010
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Topics I've Started
20 November 2014 - 12:32 AM
On honor gear - Enjoy.
17 November 2014 - 02:10 AM
So they hotfixed it in during october and didn't remove it with WoD launch. Might want to spam some tickets until they remove it.
05 November 2014 - 09:26 AM
WoD Resto Shaman guide.
This guide will hopefully cover a lot of the information new aspiring shamans need to know as well as providing some useful info and stats to older shamans seeking information about the expansion.
I'm a 4x glad resto shaman who spent too much time testing out beta.
So whats Changed?
Lost: (the important things).
Ancestral Awakening, no more 30% smart heal on a crit.
Earthliving Weapon and thus the earthliving hot.
Ancestral Vigor (Max health increase).
Earth Shock (Weakened blows effect removed).
Greater Healing Wave.
Smart Heals - No longer target the lowest health party member, instead target a random damaged party member (affects healing stream and healing rain).
Tremor Totem - No longer usable whilst feared.
Resurgence - No longer needs water shield active on yourself to recieve mana back from crits.
Unleash Life - No longer breaks ghost wolf.
Tidal Waves - Now only reduces the cast time of healing wave by 20% (down from 30%).
Glove bonus - Our 5 yards extra on shocks is gone It's now a glyph we can't afford to take.
4P bonus got changed - The aura mastery is now a glyph obtainable in WoD.
Perks: (The important 2)
Enhanced Unleash: Your Unleash Elements ability also causes you to gain 30% increased movement speed for 4 sec. - If your snared in ghostwolf this won't make a difference, you're still running at 100% speed. Give yourself a freedom though and you can achieve 182% movement speed during it (ghostwolf/perk/boots enchant) which is just fun.
Improved Riptide: Reduces the cooldown of Riptide by 1 sec.
S16 Set Bonuses:
2P bonus: When you dispel a harmful Magic or Curse effect from an ally, they gain 780 Versatility for 10 sec. - 780 versatility gives a 6% damage increase and a 3% damage reduction. It's a fantastic 2p bonus.
4P bonus: When the target of your Earth Shield drops below 35% health, Earth Shield will immediately consume up to 3 charges. - Another good bonus, there will be times when partners randomly jump up 10-15% health due to crits/multistrikes and you'll love it, most of the time you'll hardly notice it. Every little helps though and its auto proccing healing when it's needed.
Level 15: Defensive
Must have: Nature's Guardian
It's just too good, a 25% auto activating heal when you most need it on a 30sec cd. Astral shift in theory can be great (usable whilst silenced) but it's triple the cooldown, you can't use it whilst stunned and you'd have to take 62.5% of your total hp in damage during those 6 seconds (or be recieving some heals) for it to break even with something that happens passively.
Level 30: Mobility
All three of these talents are useful, it's entirely comp dependant as to what you take.
Frozen Power: Your frost shock now roots the target in pace for 5 seconds.
I loved this talent in 2's last season, the very thought of having a 5 sec root on a 6 sec cooldown just makes me feel warm and fuzzy inside. The one problem with frozen power was that shocks cost a lot of mana. Thanks to our ele shaman brethren and their complete lack of ways to regain mana in WoD you'll see all our damaging spells have become dirt cheap! Frost shock currently costs 1.3% of base mana down from 20%, a completely negigable amount that lets you take full advantage of this talent.
We have as stated above lost our glove bonus though meaning we're stuck with a 25 yard range.
Earthgrab Totem: Earthbind totem now roots, still useful against certain comps, slightly less so now frost shock costs so little.
Windwalk Totem: Grants 6 seconds of freedom on a 1 min cooldown.
This is the go to talent of this tier if you're unsure and what most shamans will use come WoD, freedom for you and your team mates is always great. It's even more useful given the upcoming frozen ammo/faerie swarm frustration and really helps you make the most out of Enhanced Unleash perk.
Level 45: Totemz!
Recommended: Call of the Elements.
Resets the cooldown on all totems with a base cooldown shorter than 3 mins (3 min cooldown). This gives you an extra tremor/healing stream/capacitor/windwalk totem on demand. It's also "unlocks" these totems if you've been locked on nature school when you activate it, which is a much more useful trick now the blanket silence has been removed from countespell and spell lock.
Get interrupted on a healing spell when someones in trouble? Pop CoE and you have access to grounding/healing stream etc.
Totemic Persistence: Lets you have 2 totems of the same element (not fire) at the same time. This has never been good compared to the other 2 talents, at best you can grounding whilst having windwalk out or healing stream during tide (something you rarely wanted to overlap). Come WoD you'll be able to healing stream and cloudburst together (i very much doubt cloudburst collects the totems healing too, alas it is the one thing i regret not testing) but i much prefered rotating stream with cloudburst so i always had something out to "help" with output.
Totemic Projection: Lets you move your totems. It's very useful and something that i truly wish blizzard would make baseline for shamans (along with 3 sec cap totem charge time). You can reposition healing stream/tide to "safe" positions whilst being tunneled by melee and makes capacitor totem a much better ability. The new responsiveness of the game (no more batching data for random delays on abilities) has made landing capacitor totems with projection a LOT smoother.
Level 60: Cooldowns
Elemental mastery: The strongest talent for PvE yet the weakest for PvP. 30% haste for 20 seconds on a 2 min cooldown is fantastic when combined with healing tide during a raid encounter but it's severely lacking in an arena environment. May be fun to try in RBGS but don't pick it for arena.
Ancestral Swiftness: The go to talent of this tier, gives a flat 5% haste and makes the next nature spell you cast instant. (90 sec cooldown). This ability will prevent deaths, Unleash -> AS -> healing surge is a good chunk of instant burst healing when someone's in trouble.
Echo of the Elements: This talent got changed alot in 6.0.3 and it's fantastic. It has a chance to proc on ANY successful spell cast... totems/purges/windshears/healing spells etc can all proc it (i'm currently under the impression the proc rate is bugged to shit, it has no internal cooldown and around a 15-20% chance to proc per spell, resto gets on average 5-8 procs per minute atm and enhance is looking at 10-15, though it's proccing off windfury weapon attacks/lightning shield hits etc). It causes the next riptide/unleash life or purify spirit to not incur it's cooldown, the buff lasts 20 seconds and is undispellable.
Given how useful unleash life (see below) and purify spirit is (especially with our 2 set bonus, giving you the option of using the "extra" dispel to remove random dots and provide a damage buff) then this talent will definitely see use vs certain comps. It's takes a lot to consider using something over ancestral swiftness but this is a very strong talent.
Also to note: Water walking and searing totem can be used to fish for procs in your spare globals, they're both relatively cheap and spammable.
Level 75: Output
Must have: Rushing Streams
There's no contest here, conductivity is useless in pvp because things move and healing rain is weak. Ancestral guidance whilst being reasonable spread healing isn't as good as over doubling healing streams output and making it consistent. I say consistent because with the change to smart healing (see Changed: above) you need it to be hitting 2 targets to increase the chance it's healing the person in trouble and not those sat at 95% health.
Level 90: Burst
Must have: Unleashed Fury
Another no brainer, whilst elemental blast gives 1000 spirit (a very substantial amount), exposing yourself to hardcast a weak hitting spell at your opponents every 12 seconds for a minor healing increase and tons of regen isn't very sensible.
Likewise primal elementalist might be more useful if the totems weren't 2 shottable by every dps class in the game completely negating your lvl 90 talent in a few seconds.
Unleashed Fury on the other hand is everything you want from a pvp talent. It enhances your unleash life ability (a 15sec cd small heal that provides a +30% modifier to the next heal cast) with an extra 50% modifier ontop! Together, your next spell (Riptide/healing surge/healing wave) is suddenly healing for 195% of it's normal value. The buffs last 10 seconds or until the next spell is cast and both are undispellable.
Level 100: Erm, can we have someone elses talents?
Must have: Cloudburst Totem
A water totem that lasts for 15 seconds and collects 20% of the healing you do, releases and splits the healing between all allies within 40 yards when it expires or is destroyed.
Sadly our expansion talents are very lackluster
Storm Elemental totem is just... we can only guess they screwed up the scaling somehow because it hits like a wet noodle and heals whoevers in 15 yards of it's target (yup, i'll just run to that feral druid so storm ele heals me guys). You're looking at 1k hps of output (which then gets split ofc if there's more than 1 person in range) in full s16 gear. If that wasn't bad enough it's another damn elemental totem so even if they do finally get around to buffing it, the wooden stick it's attached to will end up being 2 shot anyway.
High tide is the go to PvE talent but relies on chain heal hitting more than 3 targets. As chain heal is such a slow cast and will rarely have 2 people in range to bounce too then i'd be more surprised if you had chain heal on your bars for arena than if you didn't.
Cloudburst itself is ok, it's not exactly reliable but it's a useful totem and not difficult to make use of.
You simply drop it when healing streams on cooldown, preferably just before an unleash riptide etc. It's also useful to stack against rogue comps for the initial openers, earthshield yourself, unleash riptide/maybe healing rain or a couple of healing waves etc. Pre streaming is still generally more useful but it's given this and stream both have a 30 sec cooldown and a 15 sec duration you'll pretty much always have one or the other up.
You can proc the heal with a totemic recall if needed or by replacing it with stream/tide, and i'm sure someone will look up the old tremor script and modify it for water totems if you want to save the global.
There really is no default glyph set, it's entirely depends on the comp you're facing and most people have a personal preference. These are the most useful for pvp.
Glyph of Spiritwalker's Aegis: When you cast Spiritwalker's Grace, you become immune to Silence and Interrupt effects for 5 sec.
Our old 4 set bonus and pretty much required vs every comp. You can immune silences if you time it correctly or give yourself a short window to hardcast in without fear of being interrupted.
Glyph of Ghost Wolf: While in Ghost Wolf form, you are less hindered by effects that would reduce movement speed.
Your movement speed in ghostwolf can never drop below 100%. You take this to help kite/gain breathing room vs comps that like attacking the shaman of which there are many. Historically less useful vs dot comps.
Glyph of Hex: Reduces the cooldown of hex by 10 secs.
Pretty much required vs teams without a decurse, great vs single decurse teams that have a shaman healer, ok vs single decurse teams that have a resto druid. Lacking as a glyph vs double decurse teams or those containing a feral druid/moonkin.
Glyph of Vigor: Increases the health of your totems by 2% of your maximum health.
This got nerfed down to 2%, in truth it's pretty damn useless now. There's just a part of me that refuses to have my totems killed by a single moonfire/healer auto attacks/critter etc. At best it forces someone to use an ability to kill your totem or a couple of pet auto attacks. Tis actually rather crap i'm just having trouble letting go :<.
Glyph of Purify Spirit: Purify Spirit now has a maximum of 2 charges, but its cooldown is increased by 4 sec.
Potential to be very strong, however our 2 set somewhat devalues it. Have to admit i didn't play with this once during beta so i'm reserving judgement till i get a good chance to try it out.
Glyph of Healing Stream Totem: When your Healing Stream Totem heals an ally, it also reduces their Fire, Frost, and Nature damage taken by 10% for 6 sec.
Extremely good vs any comp that deals fire, frost or nature damage. Very hard not to take this glyph vs those types of comps.
Glyph of Grounding Totem: Instead of absorbing a spell, your Grounding Totem reflects the next harmful spell back at its caster, but the cooldown of your Grounding Totem is increased by 20 sec.
The most fun glyph we have. It can be gamechanging but it comes at the hefty price of nearly doubling grounding totems cooldown.
Glyph of Grounding: Reduces the cooldown on Grounding Totem by 3 sec.
New glyph for WoD, our old 2 set bonus. Sadly this struggles to compete with the other options.
Glyph of Cleansing Waters: When you dispel a harmful Magic or Curse effect from an ally, you also heal the target for 4% of your maximum health.
Great vs dot cleaves, even stronger with echo of the elements. Just an all round good glyph vs any comp that relies on spreading magical dots for damage/pressure.
Glyph of Capacitor Totem: Reduces the charging time of your Capacitor Totem by 2 sec.
Our 2nd most fun glyph because it makes capacitor totem usable (usually with projection). A 3 second charge time is a lot more preferable to a 5 second one given the totem is easilly taken out before it can stun.
A short section on spell usage.
What should i use Unleash Life on?
So you picked unleashed fury and you just used unleash life. Your looking at a 195% mod to your next riptide/surge/healing wave but you're not sure which is best to choose.
Healing Surge heals for 412.5% spell power, costs 20.7% base mana and gets +30% crit if you have tidal waves up.
Healing Wave heals for 412.5% spell power, costs 10.3% mana and gets a 20% reduced casting time from tidal waves.
Riptide Heals for 138% spell power then another 180% spell power over 18 seconds and costs 7.3% mana.
If the target is earthshielded they're recieving 20% extra healing from you.
All spells get modified by:
Requires Shaman (Restoration)
Requires level 10
Icreases all healing done by 25%, healing from Water Totems by 50%, and healing from Healing Rain by 100%.
From numbers alone, healing surge is the best throughput heal to use it on (healing per second). Riptide (both the initial AND the hot get a +95% increase) providing it ticks out is the most efficient (healing per mana).
Riptide has the advantage of being instant and the HoT is a great buffer for future inc damage. It's somewhat "safer" to use because theres no cast time but the hot is purgable.
There are lots of situations where both are optimal, it's largely down to experience as to which is needed. If they're high health you're using riptide etc, if riptide is enough to buy you time to top them with healing stream/hardcasts and the hot then still use it. If they'll die without a massive heal in the next couple of seconds you're reaching for link/ancestral swiftness or being a fake cast god.
The change in mana regen mechanics (and probably because it's the 1st season and i wasn't exactly aiming for spirit on gear) means we have to use purge somewhat sparingly. It costs 75-80% of a healing surge cast and noticably diminishes your mana. For a while at least you'll have to be careful with this ability lest it leave you oom.
It got changed, we're all very sad pandas. But in truth the new tremor is far more rewarding than the old one. Plus fear finally breaks on damage these days so it's not nearly as bad as it once was.
I spent the beta personally using tremor with this mindset.
"I'll drop it when i can't afford to be feared"
Given it lasts 10 seconds thats plenty of time to top someone to a safe amount of health.
You're never going to predict every stun into fear and there's still plenty of ways to ensure you can't pretremor most of the time. Not every priests is going to run at you with feather and instantly press fear, not every lock will be silly enough to hardcast a fear into your face etc.
What you can do though is buy yourself a 10 sec window (drop tremor out of los) when your teammates in trouble so the whole option of shadowfury into fear etc has been removed until it vanishes or they destroy it.
All these were correct at the time of beta going down. I'll update if blizz change.
Gives you 2 chances to proc an extra attack (each attack has the % on your char sheet to proc) that hits for 30% of a normal hit. The extra hits are worked out seperately (not based on initial damage), they can crit, they can't proc extra "effects".
Currently requires 66 rating for 1% of multistrike.
In PvP you only get ONE roll instead of 2 (your chance isn't doubled - tested this extensively), halving it's value. It takes 220 multistrike rating to = 1% healing in pvp.
Unless it gets changed this will be our worst secondary.
110 rating = 1% crit. In PvE 1% crit = 1% healing (now we've lost AA)
Now in PvP.
Healing crits are currently 1.75x instead of 2x or 1.5x. Not sure if it's intended or not but thats just the way it is atm on live AND beta.
For a dwarf (might of mountain racial - crit strike bonus damage and healing increased by 2%) healing crits are 1.78x. Should be 1.785x by my math but they're not after testing *shrug*.
This means for a dwarf shaman 141 crit rating gives you 1% healing output.
Crit also gives us the benefit of mana return through resurgence.
100 haste rating gives 1% haste.
Haste has never been great for resto shamans in pvp, we have plenty of downtime etc and always relied on big burst healing every given number of seconds rather than the consistent output. As nice as the scaling is (100 rating for 1% is rather good) we have better stats that fit our healing style.
1% of versatility increase your healing/damage by 1% and reduces the damage you take by 0.5%. Think of it like resilience on crack.
130 rating will give you 1% versatility.
This is slightly better than crit for healing output and whilst it doesn't return mana, it does decreases our damage taken (increasing time to live and also making our heals stronger on ourselves due to said damage reduction).
Our mastery is brilliant for pvp, thankfully it's not changed and blizz is still throwing massive amounts of mastery at us baseline (24% base + grace of air).
36.66 gives 1% mastery
It didn't take much to be sat at 67-70% mastery in s16 gear on the beta.
If you're under 74% health, mastery is better output point for point than crit.
If you're under 71% health, mastery is better output point for point than Versatility.
However - All these secondary stats scale together, the more mastery you have the more value the other secondary stats start to have. Because of this it is silly to blindly stack just one stat to extremely high levels.
We're pretty short on gear choice tbh in WoD. No gems yet, limited enchants.
In the end given i was hitting 67-70% mastery with little effort i started valuing versatility as my main prio (enchants etc).
The decision was largely due to me having sub 5% versatility, it's scaling compared to crit (wasn't suffering from mana issues if i didn't go purge crazy) and the fact that the more versatility i get the better my high levels of mastery become.
Races: What Race is the best?
Alliance: Dwarf, stoneform now removes all magical effects and as such can be used to remove magical silence effects (such as priest silence, UA dispel silence etc). This is huge for a class with little to no defensives and somewhat serves as a second trinket. There is no racial that comes close to this for shamans atm.
Horde: Reroll alliance, but if you can't tauren for warstomp and orc for the stun reduction are both a close 2nd best.
Given the number of macro guides out there already (Rhee's guide/ things like cdews stream etc) i'm not doing an full indepth guide. These are some one that occasionally get missed out though.
/cast [@arena1] Wind Shear
/cast [@arena2] Wind Shear
/cast [@arena3] Wind Shear
Everyone already has focus shear. These are purely to stop things like spectral mass dispels/mage openers from invis etc. They make a huge difference if you're not already used to using them.
/cast [@arena1-3] hex
For the same reasons as windshear, you can annoy rogues more now subterfuge has been changed too.
/cast [@focus] Frost shock
Tremor's been nerfed, got to keep those priests in check with something.
/click TotemFrameTotem3 RightButton
Destroys your water totem if you want to proc cloudburst totem early.
Lanza for spending countless hours on beta with me.
Borngood, because i copied his guide format.
Has some fantastic tips that are still relevant.
Cdew – twitch.tv/cdewx
Flubbah – twitch.tv/flubbah
12 July 2014 - 02:58 AM
- Fear Strikes fear in the enemy,
causing it to fleedisorienting it for up to 20 sec. Damage caused may cancel fear. Limit 1 target. 4% of Base Mana. 30 yd range. 1.7 sec cast.
04 February 2014 - 06:01 PM
Before the new gear ilevels show their true effect this needs to be changed, make them dr with normal stuns/remove them altogether. Either way it'd be nice for bliz to recognise the failure on this talent after spending years acknowledging and removing things like macestun/tnt stun/impact stuns etc.
Rogue openers next season are going to stupid enough without getting outplayed by a "well timed" para stun at the end of a lockdown.
Rogue openers next season are going to stupid enough without getting outplayed by a "well timed" para stun at the end of a lockdown.