Resto Shaman AoE Healing Issues

Resto Shaman has had garbage throughput compared to other healers since SoD released, and this was made substantially worse in P3, where AoE healing is the only healing that actually matters in the raid.

Here are some simple comparisons with my shaman and the other healers in my raid. For reference, I’m at about 360 bonus healing. I’m not comparing it to Paladin, because it’s a horde issue.

Chain heal hits for about 750, 375 and 188, for a total of 1313, with a cast time of 2.5 seconds. This results in 526 HPS.

Healing Rain hits for 90, on five targets, with a cast time of 2 seconds and a duration of 10 seconds. This results in 2250 HPS per cast, and 450 HPS while active.

Circle of Healing hits for about 750, on five targets, with an instant cast time. This results in 2500 HPS per cast using the gcd, and 625 HPS per cooldown.

Wild Growth heals for 281, 253, 227, 200, 174, 148 and 121 for a total of 1404, on five targets, with instant cast time. This results in 4680 HPS per cast using the gcd, and 1003 HPS per 7 second duration.

Efflorescence heals for 106, on five targets, taking two gcds to cast, and with a duration of 15 seconds. This results in 2650 HPS per cast, ignoring the continued hot and swiftmend, and 530 HPS while active.

It is very clear that Shaman AoE healing is not even in the remote vicinity of being competitive. The other benefits that resto shaman brings are a shamanistic rage, though this is usually one of four, mana spring, and mana tide. Mana spring and mana tide are both very weak compared to shamanistic rage.

There is an obscure fringe benefit of healing rain being able to apply the 25% armor buff fairly consistently on tanks, but this is not relevant in sunken temple, as physical damage on tanks is never an issue. It is a very strong buff with no actual use.

Core issues of chain heal are that it does poor healing, as can be seen by it not even outhealing efflorescence, it only healing 3 targets, the healing falling off very sharply on consecutive targets, and the cast time being very long. The long cast time often leads to other healers already healing a target before the chain heal cast is finished. Perhaps the worst thing about chain heal is its reputation, though. Chain heal is strong in era, and somehow this makes people believe that it is strong in SoD as well, even though this is demonstrably not the case.

Healing rain, while having adequate HPS, has two major issues. First, there is no ground effect that indicates the range of the spell. Nobody knows where the heal is placed, so nobody can move into it intentionally. Second, the cast time should be instant, even without the 3p bonus. Having lower HPS than efflorescence, even though efflorescence has a clear ground effect and higher uptime, is ridiculous.

A simple fix for this would be a change to tidal wave, to grant a cast time reduction to chain heal, as it does for healing wave, making chain heal consume tidal wave instead of proccing it. This decreased cast time would also make resto shaman spend slightly more mana, which is desirable, as they currently might as well not even have mana costs.

Further, a waist or feet slot rune could be added, as these slots currently do not have resto shaman runes. These could be used to decrease the healing reduction for consecutive targets of chain heal, and increase the number of targets.

Alternatively, a more interesting approach would be to introduce waist or feet slot runes that grant new AoE healing abilities. Healing Stream Totem could be replaced by a mid-cooldown totem that does AoE healing, similar to wild growth. Another option would be a rune that makes chain heal spread riptide to its targets, instead of consuming riptide. This would help increase resto shaman AoE healing throughput, and give them the forgotten p2 runes.

3 Likes

just wanted to drop by and let you know i appreciate you for trying to bring attention to restoration shaman.

sadly, nobody on these forums are interested in talking about shaman unless it involves circle jerking about o-how-OP they are, and/or nerfing them somehow.

anyway, here have a ‘like’.

2 Likes

Exactly the case.

3…2…1… Replies about paladins not having an AoE heal(even if the devs have already said they are working on a solution and they did slip up on this front for P3)
And even with paladins not having an AoE heal they still do better than Shamans, imagine that.

Replies how Shaman is broken and you need to l2p and downrank chain heal(topkek) and actually Shaman should be nerfed to irrelevancy.

And the rest of the SoD forum circus gang.

Leaving that aside my suggestion would be for Healing Rain to baseline have no cast time, stick to a target instead of the ground, like Wild Growth, and proc Tidal Waves on use. And all that would just make Healing Rain worth taking atm.

As for chain heal, your ideas are good, I would just increase the number of targets(at least 5) affected and lower the drop in healing from first to the last, if the cast time remains the same.

another solution to healing rain would be to make it heal everyone in its area of effect.

keep its healing relatively low to compensate for the fact its now healing everyone in its area of effect.

the one complaint i saw from shamans running healing rain the few times i’ve seen them is the fact that it only affects the target’s party, so even if you try to use it on i.e a melee, you won’t heal any other melee around that target, unless they are in his party.

in other words, if resto boi uses healing rain on warrior-1 in group 1, warrior-2 and warrior-3 in group 2 will not be affected, even if they are literally standing on top of warrior-1… because they are not in that warrior’s party.

ngl, that is pretty bad.

That could work, Healing Rain already shows on frames to be affecting all people in the area, even if it is only actually healing only people from a single party.

Healing rain will be more useless without the 3p bonus instant cast.
Radius IS too small, people Always Moving, and only 5 people is so Bad, surcharge is really better.
For a good use this skill must be heal all Ally, not only 5 people, and upgrade his radius.
So actually is Bad no one use it.

I have used healing rain since p1, and think that it is superior to overload, to be honest. It is clearly far stronger than chain heal for AoE, and overload doesn’t change that. The buff to single target healing from overload is negligible, because in most cases an overloaded single target heal will just overheal a lot.

Having healing rain be uncapped would be too strong, I think, because we have 20 man raids now. However, healing across groups, but with a target cap of 5 (or 8, maybe) and hitting the lowest % targets, might be good. That would compensate for the low HPS and reduced duration compared to efflorescence, and play into the niche that shaman used to have, where they are the only healer that can AoE heal across groups.

Personally, I’d like some solution that involves totems, as I believe that not having interesting totems is a huge missed opportunity. Totems are currently something that you place, and immediately forget, because they last fairly long, and barely have any impact. Using a totem currently always feels like a wasted gcd, even when it technically isn’t. Even mana tide barely does anything, because shamanistic rage is over 2.5 times stronger within the 5 minute mana tide cd. Using a totem should impact the game, so mid-cd totems might be a good addition.

A further idea would be to place a totem on a target, and all riptide effects (initial and ticks) also heal the group the totem is placed in. That way, we would have interaction between spells while buffing AoE throughput.

I will never understand why efflorescence has a ground effect, and healing rain doesn’t, especially because healing rain has a very clear ground effect in retail. Blizzard went out of their way to make that spell worse.

Also, paladins can complain about their toolkit all they want. I agree with them, and hope they get some love. The other healers aren’t my issue, my issue is that shaman has been bad the entirety of SoD, to the point where there weren’t even any resto shaman runes in p2. It feels like they forgot resto shaman exists, because they only care about enhance.

I parse between 80-95 in ST but can’t keep up with our 60-70 parsing holy priest.

Not that it matters since we clear the raid easily, but it obviously shows where we’re at right now.

Chain heal was good when there weren’t other options for priests and druids to group heal, now it feels like an afterthought compared to their spells.

The cast time is the main culprit. Make, as you said, tidal waves reduce the cast time of chain heal, this way you’re always rewarded for using different heals.

The procc chance from surge is nice too, but it’s entirely unreliable and to be honest, only adds hps if you’re super lucky.

I picked resto shaman because I love chain heal and I hoped they would expand the kit around that spell. I now fear that the opposite might be true, in the sense that they’re slowly removing chain heal unless it’s with a procc of some sort. Something like early wotlk when you spammed lesser healing wave

I guess we have to consider that all mana regen will be nerfed(most likely in a balance patch at 60?) if we consider what was said in blue posts.

They gave paladins a similar effect so that Alliance isn’t so far behind mana regen wise but it was stated it was temporary to not create a big disparity between factions.

Now, if and when they nerf mana regen classes like druids(to a lessser extent as they have innervate) and priests might not be able to spam their heals as easily and they might have to be forced to conserve and thus pump less HPS.

But if they decide to absolutely crush the personal mana regen of Shamans then we are in a one step forward, two steps back type of situation as then we’ll be stuck most likely in full on tank heal duty downranking Healing Wave.

For now things work but I do hope they give our kit a good look when they do decide to touch mana regen and make adjustments accordingly.