Restoration Shaman is in a mostly good state currently, although there are a few glaring issues that have yet to be addressed. In this thread, I will provide an overview of these issues, and ways in which these issues can be remedied. I am going to focus on both the class and spec talent tree to begin with, and then discuss additional flaws with the current tier set bonus.
Disclaimer: I will not provide suggestions for the spec tree, as there are too many talents that need changing. I’m not here to write an entire thesis!
The Shaman Class Tree
- Not enough talent points! Shaman is a class that brings a large range of utility spells to the table, allowing it to handle a wide variety of mechanics. This is all well and good, until you have to lose throughput to obtain said utility, which is usually what happens when something like Afflicted weeks come around, where we have to spec into both Poison Cleansing Totem and Improved Purify Spirit. Just one or two extra points within the class tree would go a long way, and would allow for more personal agency in what we choose. As such, I suggest that one or two of our two-point talents be reduced to a one-point talent (with the same value as the two-point version). Potential candidates could involve Surging Shields, Swirling Currents, Elemental Warding or Totemic Focus.
The Restoration Spec Tree
- Dead talents. Unfortunately our spec tree has a few talents which are quite simply rubbish. As far as I’m aware, Flash Flood is not taken in any form of content and is simply a pointless talent. Torrent is another offender, being a 2-point talent for a completely negligible healing increase. Both Healing Tide Totem choice node talents are laughably bad, barring incredibly timing-specific encounters for Current Control. Speaking of choice nodes, Resonant Waters (yes, I had to search up this talent’s name) is just pitiful and is never even considered. Both Improved Primordial Wave and Improved Earthliving Weapon are sad to take. The former of these is only taken to get to Continuous Waves - the latter on the other hand is never taken. All of these talents need to be completely redesigned, as they are currently very unfun and unsatisfying to take, and we honestly do not have enough talent points to go around. Unfortunately Downpour and Wellspring are both never taken either, although that is due to tuning instead of any design flaws.
A special shoutout to Deluge as well. No other healer has a 2-point talent within their first 3 rows, yet Deluge is a 2-point talent that we are forced to take. This talent being a 2-pointer serves no purpose other than than eat up points.
Restoration Shaman Tier Set Bonus
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Tidewaters sucks (for the most part). On most encounters, this extra bit of initial healing when we cast Healing Rain ends up being wasted as overhealing. This is because we are aiming to cast Healing Rain on cooldown for maximum healing, Deluge value, Acid Rain damage and 4pc stacks. The recent 40% buff to Tidewaters shows a disregard for this design flaw. Tidewaters should become a heal over time to help remedy this overhealing issue. Additionally, Tidewaters should fuel Cloudburst Totem, so that the overhealing is not entirely wasted.
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Swelling Rain should only benefit Healing Wave. Swelling Rain’s value is found in combination with Primordial Wave, allowing for the chained Healing Waves to do some serious healing. However, mathematically speaking, using Swelling Rain stacks on Chain Heal provides far less healing, doing nothing but stacks. This is unfortunately unavoidable at moments of high healing. Additionally, having to use stacks on a Healing Surge to provide triage healing to someone who is at risk of dying feels bad, as it hinders the effectiveness of your next Primordial Wave.
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Swelling Rain stacks do not last long enough. When Healing Rain expires, we have around 2 seconds to start casting another Healing Rain to keep our Swelling Rain stacks. This feels bad, and is an easy fix.