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Restoration Guide

Shaman section.

Restoration Guide

Postby Anonymous on Fri Apr 18, 2008 8:16 pm

As a new shaman I was quite unsure of what talents I should take or not. When I think about it now, I’d say picking resto talents is easy, but it’s not so obvious to everyone, so I will do a little explanation to each talent and what they are good or bad for.

NOTE!: This is what I have experienced myself, will be subject of updating as I dive more into the talents.


Restoration Talent Guide:


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Ancestral Knowledge (5/5): Increases your maximum Mana by 5%
This is a talent everyone who is speccing resto should have. Boosts your mana quite nicely.
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Improved Healing Wave (5/5)
: Reduces the casting time of your Healing Wave spell by 0.5 sec.
Need to have. This is your big heal which you mainly use when you’re MT healer and when people are very low on health. Just take it :P

Tidal Focus (5/5): Reduces the Mana cost of your healing spells by 5%
It says it by itself. Less mana for each healing spell? Gief.

5 points:


Improved Reincarnation (2/2): Reduces the cooldown of your Reincarnation spell by 20 min and increases the amount of health and mana you reincarnate with by an additional 20%.
Usually only a thing you take if you are pvping. It only reduce the cooldown with 20 min, aka there will be a 40 min cd on it instead of 1 h. Might be handy if we’re wiping a lot on a progress run boss, but then again, there’s more useful places to spend those talent points.

Ancestral Healing (3/3): Increases your target’s armor value by 25% for 15 sec after getting a critical effect from one of your healing spells.
Pretty useful. Extra armor is always nice for a person getting attacked, since they then survive longer from the dmg reduction done to them. Only time it’s not useful is on fights when the attacker only does magic damage, for example the Shade of Aran fight.

Totemic Focus (5/5): Reduces the Mana cost of your totems by 25%
Personally I like this very much. You’re always putting out your totems on the boss fights when you really need the mana. Only time you might want to spend points elsewhere is when you have enough Mp5 when raiding. Enough = a lot. But even when you do, I recommend at least 3 points in this one.

10 points:


Nature’s Guidance(3/3): Increases your chance to hit with melee attacks and spells by 3%.
Completely useless for resto shamans. VERY useful if you’re dps. You don’t need hit for your heals. It’s not like your friends are going to dodge your friendly actions ;)

Healing Focus (5/5): Gives you a 70% chance to avoid interruption caused by damage while casting any Shaman healing spell.
Useful for fights where you get hit wether you like it or not, and if you get aggro from trash etc. Helps you get that heal off in most of the cases. An example is that you’re healing someone with <2k hp left, and suddenly Aran starts casting those missiles at you. Then it’s pretty nice to get your heal off and then send one off on yourself. Could save the raid at points.

Totemic Mastery (1/1): The radius of your totems that affect friendly targets is increased to 30 yd.
Must have as well. Most of the time the people in your raid/group is between 20 and 30 yards away from you, meaning if you don’t take that talent your totems wont reach and will be useless.

Healing Grace (3/3): Reduces the threat generated by your healing spells by 15% and reduces the chance your spell will be dispelled by 30%.
Must HAVE! Threat is an issue even with this spell. Also very useful when you encounter dispellers or you pvp.

15 points:

Restorative Totems (5/5): Increases the effect of your Mana Spring and Healing Stream Totems by 25%.
MANA MANA MANA! Take it.

Tidal Mastery (5/5): Increases the critical effect of your healing and lightning spells by 5%.
Crit is always nice. Helps proccing the armor of Ancestral Healing as well.

20 points:

Healing Way (3/3): Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times.
One of resto shaman’s downsides is loosing mana quickly when throwing out their Healing Waves. This make their healing more effective and doesn’t waste as much mana then if you’re not on raid healing. Totally worth the points in my opinion.

Nature’s Swiftness (1/1): When activated, your next Nature spell with a casting time less than 10 sec becomes an instant cast spell.
A lifesaver. Instant Healing Wave when the tank is almost dieing = *mwuah!* <3

Focused Mind (3/3): Reduces the duration of any Silence or interrupt effects used against the Shaman by 30%. This effect does no stack with other similar effects.
Very nice for pvp. After more investigation I've found it's not worth it for your pve specc.

25 points:

Purification (5/5): Increases the effectiveness of your healing spells by 10%.
Heals get 10% more effective. An obvious talent to have full of.

30 points:

Mana Tide Totem (1/1): Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 6% of total mana every 3 seconds to group members within 20 yards.
Very very nice to have at any time you’re running low on mana, may it be soloing, on trash or on a raidboss.

Nature’s Guardian (5/5): Whenever a damaging attack is taken that reduces you below 30% health, you have a 50% chance to heal 10% of your total health and reduce your threat level on that target. 5 second cooldown.
Quite useful when you pvp for the health generation, and useful if you feel that you take aggro much when you heal. Might also be useful for fights where you get hit often, once again I will mention Aran for an example. Same as for AoE attacks on you or the arcane orbs on Void Reaver.

35 points:

Nature’s Blessing (3/3): Increases your spell damage and healing by an amount equal to 30% of your Intellect.
More +healing? Gief once again.

Improved Chain Heal (2/2): Increases the amount healed by your Chain Heal spell by 20%.
A very useful talent, since this is your raid heal tool and you will probably be raid healing on progress runs and especially if you don’t have that much +healing.

40 points:

Earth Shield (1/1): Protects the target with an earthen shield giving a 30% chance of ignoring spell interruption when damaged and causing attacks to heal the shielded target for 270. This effect can only occur once every few seconds. 6 charges. Lasts 10 min. Earth Shield can only be placed on one target at a time and only one Elemental Shield can be active on a target at a time.
What you put on the tanks to up their survivability even more. It’s an obvious talent.

So this is the basic 48-points framework.
Then it's up to you.

This will be my specc when I respecc next time 00/03/58
Last edited by Anonymous on Tue Apr 22, 2008 9:47 am, edited 2 times in total.
Anonymous
 

Postby Anonymous on Tue Apr 22, 2008 9:52 am

Updated some, especially note the change on Focused Mind.
Anonymous
 


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