Showing posts with label Healing. Show all posts
Showing posts with label Healing. Show all posts

Sunday, February 3, 2013

Healing As Enhancement

New visitors! Please be aware that much has changed since this post was written. WoD has changed off healing capabilities drastically. Expect an updated guide somewhere in the near future.

If you're just now returning to the game, or if you're leveling an enhancement shaman for the first time, you may be wondering "How the heck do I heal?" Enhancement healing is relatively simple, yet can seem a bit complex at times to the untrained shaman.


Some of you old-timers may be wondering about where the heck Healing Wave and Greater Healing Wave ran off to. Well, both of these spells have decided to get permanently hitched to our restoration brothers and sisters, effectively dumping us. That's right, our only actively cast healing spells are now Healing Surge, Chain Heal, and Healing Rain. I see you giving Healing Surge the stink eye; try not to judge it quite yet, it's more potent than it looks.

Please note that I will only be covering the spell modifiers (mainly talents and glyphs, not necessarily procs/secondary stat scaling) that directly effect healing. There are several other glyphs/talents that boost resistances and help to dispel, but I will not be including those within this article.


Unless you're hard casting Healing Surge for some odd reason, this spell is more than adequate for the pinch healing that you'll need during leveling/soloing/raiding. Trust me, this spell has been saving my shaman butt for months now. Check out these modifiers that makes Healing Surge more potent for us.

Modified by:
1) Maelstrom Weapon - For each stack of Maelstrom Weapon, Healing Surge will both cost less mana and heal for greater amounts.
2) Healing Storm - This glyph will cause your healing done to be increased by 20% per Maelstrom Weapon stack.
3) Echo of Elements - This talent can cause your Healing Surge to "echo," effectively casting Healing Surge a second time without any extra effort from you or resource cost. Both the original spell an the echoed spell can crit independently.

Might not be so bad, eh? Now let's break down some of our other healing abilities.


Chain Heal is not a spell commonly cast by an enhancement shaman unless said shaman is within proximity of several raid mates and their healers are struggling. Remember, it is your job as a dps to do damage, not play healing hero. In the event that your healers are oom, you may use Chain Heal and Healing Rain as last ditch efforts to save your raid team long enough to make a kill. If you need to save yourself in the event that you accidentally stood in the bad though, use Healing Surge. Chain Heal doesn't heal for a ton single-target, and can unfortunately only bounce so far.

Modified by:
1) Maelstrom Weapon - For each stack of Maelstrom Weapon, Healing Surge will both cost less mana and heal for greater amounts.
2) Healing Storm - This glyph will cause your healing done to be increased by 20% per Maelstrom Weapon stack.
3) Echo of Elements - This talent can cause your Chain Heal to "echo," effectively casting Chain Heal a second time without any extra effort from you or resource cost. Crits will behave as if you had cast Chain Heal twice, meaning they'll do their own thing regardless of what the original spell did.


Much like Chain Heal, Healing Rain is not a spell commonly cast by an enhancement shaman unless said shaman is within proximity of several raid mates and their healers are struggling. Healing Rain can help to stabilize a group's health, though overall doesn't do a ton of healing. Remember, it is your job as a dps to do damage, not play healing hero. In the event that your healers are oom, you may use Chain Heal and Healing Rain as last ditch efforts to save your raid team long enough to make a kill. If you need to save yourself in the event that you accidentally stood in the bad though, use Healing Surge.

Modified by:
1) Maelstrom Weapon - For each stack of Maelstrom Weapon, Healing Rain will both cost less mana and heal for greater amounts.
2) Conductivity - Causes the duration of Healing Rain to be extended when certain abilities are used; more on this later.
3) Healing Storm - This glyph will cause your healing done to be increased by 20% per Maelstrom Weapon stack.

Patch 5.4 Edit: Healing Rain is no longer affected by the glyph Healing Storm. Due to this change, Healing Rain's effectiveness has been severely nerfed for Enhancement.


Healing Stream Totem
This totem has been a healing staple for us shaman for quite some time now. While it has had a bit of a makeover since Cataclysm, this totem can still put out a good little bit of healing. Currently this totem is a single target smart heal, and prefers to target those in the shaman's group who have the lowest health. The Mists of Pandaria version only lasts for 15 seconds at a time and has a cooldown, but said cooldown is relatively short (30 seconds). If you're in dire need of a second Healing Stream Totem, and fast, you may reset the cooldown if you're specced into Call of the Elements (3 minute cooldown on this talent).

Modified by:
1) Call of the Elements - Resets the 30 second cooldown on this totem. Usable once every 3 minutes.
2) Rushing Streams - Causes your Healing Stream to heal two targets (up from one) for an increased healing amount of 15% per tick.
3) Totemic Persistence - Allows you to have up to two totems per school activated at the same time (Healing Stream + Healing Tide = Whoa totem healing, Batman)


Healing Tide Totem
It's a totem and it's a "major" healing cooldown! As of patch 5.4, Healing Tide Totem is now a baseline ability for all of the shaman specializations, as opposed to being a talent choice prior to this patch. More healing utility for us, huzzah! This bad boy is great for re-stabilizing the raid in a pinch, or even saving your own butt in a soloing situation.

Modified by:
1) Passive talents that only Restoration has which boosts all of their healing, including totems.
2) Haste plateaus, which Enhancement doesn't shoot for.
3) Totemic Persistence - Allows you to have up to two totems per school activated at the same time. (Healing Stream + Healing Tide = Whoa totem healing, Batman)


Ancestral Guidance
This particular talent currently offers us dps shaman types the biggest bang for our talent point...assuming we can swat at things. Ancestral Guidance yields the highest output while we are in our Ascendance form, though please keep in mind that tying the two together may result in a complete waste of Ancestral Guidance, unless there's an increased damage taken and received phase, such as the gas phase on Will of the Emperor normal mode. For soloing purposes however, if you happen to pop AG while in Ascendance, you could very well see yourself go from nearly dead to full very quickly. Stormstrike/Stormblast, Lava Lash, Lightning Bolt, Chain Lighting, the initial impact of shocks (meaning NOT Flame Shock's tick, just the impact when you first cast it), and Fire Nova all essentially become means of healing through this talent for a short duration.

Modified by:
1) The use of dps cooldowns in conjunction with this ability.


Conductivity
This talent has received a major overhaul with patch 5.4. Conductivity now extends the life of our Healing Rain by 4 seconds each time Lightning Bolt, Chain Lightning, Earth Shock, or Stormstrike is cast. The Healing Rain has a maximum duration of 40 seconds. Between this change and the removal of Healing Rain from our Healing Storm glyph, this talent has pretty much become useless for us Enhancement types.


Feral Spirits
That's right, even our wolves heal us! Just us though, they really don't like anyone else. Every time they attack, 150% of the damage they deal heals both them and us. Pretty neat, eh? But that's not all! If you have Glyph of Feral Spirit in, they deal another 40% in healing, which is to say pretty darn potent. Yeah that's right, our wolves aren't just a little damage cooldown that looks all flashy, but they're also a fairly decent self healing cooldown as well. Pretty hard to take us down when we have our wolf pals out!

Modified by:
1) Glyph of Feral Spirit
2) Mastery - The Feral Spirits attack using a spell called Spirit Bite, which deals nature damage. Due to our Enhancement Mastery, the more mastery we have, the stronger our wolves will attack. The stronger their attacks, the more healing we receive.
3) Battlegear of the Witch Doctor (4pc) - Tier 15 (Throne of Thunder) The cooldown of your Feral Spirits is reduced by 8 sec each time Windfury Weapon is triggered.
4) Assurance of Consequence - This is a trinket that comes from the Sha of Pride in Siege of Orgrimmar. Our wolves are one of the cooldowns affected by this trinket.


Glyph of Flame Shock
You will personally be healed by 30% of the damage your Flame Shock does. If you were to spread your Flame Shock via Lava Lash and had multiple Flame Shocks rolling at once, you'll receive healing from those Flame Shocks.

For single target, this glyph isn't all that powerful. However, in situations where you're able to spread your Flame Shock around, it does a decent little bit of healing. I find myself running this glyph often enough (though generally one of the first I switch out if utility calls) because hey, extra passive healing is always nice.



That's everything we have currently. So let's break it down into simple terms, going by what is typically specced for and glyphed:

Personal/Single Target Healing: Healing Surge, Feral Spirits, Healing Stream Totem, Flame Shock (with glyph)
Party/Raid Healing: Chain Heal, Healing Rain (not ideal), Healing Stream Totem, Ancestral Guidance (or Healing Tide Totem)
Healing Glyphs: Feral Spirit, Healing Storm, Flame Shock

Also, don't forget your professions and racials. If you're an herbalist, Lifeblood can help you out in a pinch (plus the extra haste is pretty neat) and if you just so happen to be a Draenei, Gift of the Naaru can restore 20% of your (or a friend's, or Tsulong's) health to you (or your friend, or Tsulong even) over the duration of 15 seconds. Can't beat free healing!


I hope this article has helped you out some, even if it is rather lengthy. Remember, enhancement shamans have a ton of healing utility within our bag of tricks, so there's no need to feel helpless if you're hurting!

Friday, February 18, 2011

Proposed Healing CDs and Homogenization in WoW

Alright, I have a bee in my bonnet. It relates to one of the latest announcements Blizz made in regards to shaman and druid healing.

In Addition- Restoration Druids and Restoration Shaman

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hotfix, but it is something we are looking at for the next major content patch.


What Saz has to say on the subject: Don't give me no stinkin' CDs I say! Stop tinkering with my classes/specs...leave me be!

Call me old fashioned, or call me naive simply because I haven't played Cataclysm yet, but I think that the proposed added healer cooldowns are a bit unnecessary. I've always loved having a niche as the offspec resto shaman (or on the incredibly rare occasion, resto druid or disco priest) and losing that niche just feels like something is getting stripped away from the decision to play that certain class, or in the case of priests, spec. With this new fangled homogenization, everything just feels...blurred and very cloned.

While my comfort level with this whole idea of homogenization decreases, there seems to be a few issues cropping up play wise. It seems to me, viewing from the sidelines at least, that the more Blizzard is trying to make everything more of the same, the more they're struggling to balance everything properly. Once upon a time the healing meters were taken with a large grain of salt simply because you couldn't judge the difference in healing output between a disco priest, a restoration druid, or a holy paladin. A talented raid leader could simply look at the healing meter and tell if a healer was worth their salt.

Now, it almost seems that Blizzard is wasting a load of time trying to cater to the QQers who no longer wish to raid heal, but feel like they should now be their guilds dedicated tank healer, or tank healers wanting to now fill the role as a raid healer. Not only that, I also think that they're trying to get every class within the three roles available (that is to say, Tank, DPS, and Healer) to be equal on this now apparently all important meter system. I feel that Blizzard is caving into the pressure of "Well, if X class has this, why can't my Z class have it too?!?!?" and "But hunters are doing the most damage! I want to do that as a *insert some other DPS spec here*" and now also it seems "Holy priests have amazing numbers on the healing charts...why can't I do that as a holy paladin?!"...Really now, this whole thing seems to be getting just a touch out of hand. Give them an inch it seems, and they will indeed try to take a mile.

I can remember a time where you brought either a holy paladin or a discipline priest to take care of your tanks, and then either a holy priest/druid/shaman or a duo combination there of to take care of your raid body (in a 10 man raid, of course...25s would require roughly double that number). Holy paladins did little to no AoE healing, but had those bomb heals to keep up the tanks. Disco priests again didn't have much in terms of AoE healing capabilities, but their mitigation bubbles and massive slow cast heals did the trick. Towards the end of Wrath new tricks were being added to these classes to increase raid healing, and like wise, the AoE raid healing classes began to "tank heal." Honestly, I thought that any druid or shaman healer that claimed that they should be the tank healer was off their rocker. Any shaman I came across specced into Healing Way was a damn fool in my book. I felt that us shaman had our place, and that was for raid healing, our totems, and heroism/bloodlust. We were brought because of our abilities as an individual player and for the abilities of our class. Towards the end of WotLK everything began to feel like everything was bleeding together. As a raid leader I was pulling in PuG shaman and druids to raid heal, and I'd occasionally get the comment of "but I'm a tank healer..." Again, called me "old fashion", but this was frustrating to me to say the least.

Now, don't get me wrong. This idea of "bring the player, not the class" is a brilliant idea - at least on paper - and I think that Blizzard is very noble in trying to turn this idea into a reality. But for me, the reason why you choose to play a certain class was for its niche, its play style. If I wanted to sheep things and rock the portals I'd roll a mage, if I wanted to raid heal I'd roll a holy priest, restoration druid, or restoration shaman, and if I wanted to tank with my face I'd switch my druid to a bear. I liked how once upon a time character classes felt special. Now looking on from the sidelines, everything is beginning to look bland.

Honestly, TotalBuscuit has managed to put my thoughts on all this homogenization hoopla into words better than I feel that I've managed to in one of his Azeroth Daily posts (skip ahead to about 10:19 for the specific topic I'm speaking of).

I suppose I'm feeling a sort of loss of identity with my characters, both in healing (regardless of how often I may or may not use my alternate specialization for PvE purposes) and in general. The new changes simply do not sit well with me, and fairly rare is my gut wrong.

I know I haven't been really hands on lately with the game, but I still try to keep up with things as much as possible. All of these changes will affect how I play the game once I manage to return to my beloved characters. Am I simply being foolish? Or do you folks who play regularly feel somewhat similar?