Resto Shaman Feedback

I have been playing resto shaman in SoD since Phase 1, and wanted to give some feedback on it.

Context
I have been playing the game since US open beta, and did anything from being a 13 year old kiddie nightelf hunter to (very little) mythic raiding. Since the end of BFA, I played a resto druid in m+, almost exclusively in PUGs. I reached 2830 rating in DF season 1, which is achievable by timing slightly more than everything on +20, which isn’t terribly hard. While it allowed me to finish in the top 3%, I am nowhere near the skill level that is required for actual pushing. I quit in DF season 2, because healing felt horrible. With the SoD release being announced, I managed to get my tbc classic guild back together to do 10 man raids, and we were somewhat hyped for it.

The way we raid is rather unusual, as we intentionally do not look up any guides on the new raids, and do not use boss mods. We enter the raid blind, and figure out the mechanics and strategies ourselves, and I make weakauras during the raid to replace boss mods. On a side note, I can absolutely recommend raiding this way. We managed to clear BFD in the second ID, I think, once our hunter hit lvl 25 and wrecked everything our initial caster comp couldn’t kill. We cleared gnomeregan in the first ID, and recently merged with two other guilds to do 20 man raids. We got to 5/8 on Sunday, and 8/8 on Tuesday in the first ID.

I play this game to raid in a nice guild, and not much more. I don’t really care about PvP, leveling, or other parts of the game, so my feedback is only valid from a raiding perspective. Also, I want to point out that telling people to play other games is cringe. I like SoD, and would like it to be better in some aspects.

Actual Resto Shaman Feedback
Resto Shaman has some things that work, and some things that don’t work. I’d like to go through both of these.

Runes
Healing Rain slaps, and has always slapped. I have no idea why anyone would use overload. Healing Rain is the only spell in the game that can somewhat consistently keep the 25% armor buff up on multiple targets, and the hps on healing rain is completely fine.

Shamanistic Rage is so broken that it should be a book. If three out of four specs have no alternative, and the fourth only doesn’t take it because their most basic toolkit is on the same slot, then this is a design flaw. Using Ancestral Guidance feels great, and Earth Shield is probably ok, but I don’t know, because there is no reason to use it, ever. If Shamanistic Rage were a book, we could have the wildest of things, like priority burst from resto shaman, or a healing cooldown from ele and enhance. But we don’t, we just slap Shamanistic Rage on our thighs and never think about it again. Just macro it to your Healing Rain, and don’t even track the cd.

Water Shield is fine. We can use the mp5, and I don’t expect there to be more than one healing rune per slot.

Spirit of the Alpha was 100% created and named by Andy Tate. There is absolutely no way that a human with a functioning brain would cook up a name so stupid. We, as a species, have known for decades that there is no such thing as an alpha wolf. In 10 man raids, this rune was mandatory, and it sucked. In 20 man raids, I will probably use ancestral awakening, but I don’t expect it to be very useful. Healing Rain and Riptide don’t proc it, and those two spells contribute the most to my healing in most situations.

Power Surge is just passive mp5, so it’s really useful, and really boring. Not giving resto shaman a single rune in Phase 2 was really weird. A new rune in this slot that affects aoe healing might be a good addition. Some ideas are given in the totems section.

It is borderline criminal that it took until Phase 3 to implement Riptide. Using Riptide feels good. The only flaw I see with it is that it is somewhat rare to have the target be a useful chain heal target right after Riptide. I think the spell would feel better if it didn’t interact directly with chain heal, but had that functionality shifted to Tidal Waves, possibly in another form, like reducing the fairly long cast time as it does with Healing Wave.

Mental Dexterity should have been hotfixed by now. I’m glad I don’t play ele, who finally got Flame Shock range increased slightly, but not Earth Shock, making the Flame Shock range buff meaningless, but it doesn’t even matter, because they’re a melee class now. Tidal Waves slaps, though. Again, borderline criminal to wait until Phase 3 with that.

Throughput Issues
Resto Shaman has had throughput issues for the entirety of SoD. Throughput isn’t everything, however. Resto Shaman is the only healer that can somewhat consistently proc the 25% armor buff on multiple targets, which is really good for tanks. The issue with that is that physical tank damage is not relevant in Sunken Temple. It’s a very strong buff that does very little.

In terms of aoe healing, Healing Rain is at a reasonable level, but druids are completely broken now. Efflorescence can be placed quicker than Healing Rain, unless you have the 3p bonus, and heals for more. Combined with Wild Growth, druid aoe healing is so strong that shaman aoe healing is actual trash in comparison. One of the reasons for this is that chain heal, while strong in era, is not strong in SoD. The cast time is far too long, and only hitting three targets is too little to compete with druids.

Another factor in limiting the aoe healing of shaman is that Healing Rain has some very silly issues. First, there is no indicator on the ground. There is literally no reason for this, as the ability has a perfectly useful indicator in Dragonflight. Nobody knows where my Healing Rain is, so nobody will try to stand in it. Efflorescence, which is already stronger than Healing Rain, has a range indicator. I would be very interested in having a blizzard employee sit down and justify that mind boggling design choice.

Further, even though the 25% armor buff isn’t very strong due to very low tank damage, it does more than nothing. This incentivizes shamans to place healing rain on tanks, which is the first group to not be filled with melee dps if the raid deviates from 8 melee and 6 range dps, making shaman miss out on even more aoe healing. Healing Rain should heal across groups, but have a target cap of 5 instead. Having a shadow priest in the tank group should never reduce the effectiveness of a spell by 20%.

In terms of single target healing, Shaman seems to be doing somewhat well. However, this is because single target healing is not really relevant in the current raid, so everyone does well enough. My druid has about 250 bonus healing, compared to the 350 of my shaman, and heals 50% more with Nourish than my shaman does with Lesser Healing Wave, for about the same cost. Healing Wave heals for about 30% more than Nourish, but costs about 73% more mana. The only advantage shaman has is the very low cast time on Healing Wave after Riptide, but that is not enough to justify the absolutely abysmal state of the throughput.

In the end, I want to pump. I want to heal my raid so hard that sometimes the skin tears. Unfortunately, Blizzard decided that only druid and priest should be allowed to do that, even though priest and druid buffs arguably outcompete shaman buffs. Mana spring will never be enough justification for dog tier throughput, when priest has fortitude and spirit, and druid has motw and innervate. The only useful buff that shaman brings is Shamanistic Rage, which is raid wide (and should be raid wide), and is already covered by three other shamans in my raid. More is better, but my contribution is not that large.

Totems
Totems are boring and weak, and pressing them feels like a wasted gcd, even if it technically isn’t. Mana Spring restores 300 mana to the group every minute, while Shamanistic Rage restores 540 per minute, but to the entire raid. Healing Stream heals very little compared to other aoe healing, and cannot be targeted. Mana Tide is also quite weak in comparison, because Shamanistic Rage is about 2.5 times as strong over the 5 minutes that mana tide is on cooldown, and hits substantially more targets.

Totems could be changed to not be permanent buffs, but to have a tangible effect on the game when placed. Healing Stream could be turned into a strong mid-cd aoe heal. Mana Spring and Mana Tide could be merged into one mid-cd totem that regenerates mana, or places a damage reduction on the raid. It could be replaced by something like Spirit Link Totem.

Essentially, placing a totem should make me feel like I’m actually doing something useful.

Mathematical Illiteracy
I am somewhat convinced that Blizzard only hires people that don’t even know middle school math, but still has one boomer mathematician working there who is constantly losing his mind trying to keep the game running. This is largely based on their fundamental misunderstanding of how RNG works, which became very evident in Legion.

I don’t mind pressing Flame Shock as a resto shaman, if it is useful to my healing. I mind pressing Flame Shock when it has a 20 meter range, a 17% chance of being resisted, having a near zero probability of proccing Power Surge at a useful time instead of it being wasted, and being expected to refresh it every 12 seconds, and thus using up 12.5% of my GCDs for a damage spell.

Ancestral Awakening doesn’t do negative healing. It just only procs off of critical hits, which I can’t control, to do a minor amount of healing.

I don’t mind working for my runes. I mind grinding the same two mobs for over an hour, along with 15 other people on my layer, because the droprate is lower than that of a TF binding.

Someone really needs to tell Blizzard what happens when you multiply a bunch of very small numbers with each other, and what the tails of a distribution are. Make things more deterministic. Things can take time without devolving into a chore. Getting the Menty D rune should not cause a Menty B.

Why Are You Complaining?
Because I think SoD is quite good, and I enjoy it. Sunken Temple slaps, even if the last 35% health nerf on Avatar was too much. I just think that it could be improved quite a bit with a few minor adjustments. Inb4 someone tells me to play some other game.

I got snarky in the mathematical illiteracy section, but overall I think my feedback is based in the reality of the game, and I make useful suggestions for improvements.

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Reading this brought me so much joy. I played with AG on shorter fights while solohealing in gnomer and it did tons of damage. So much fun.
Regarding sham rage being too broken, I saw a reddit comment a few days ago proposing to give sham rage a bloodlust-type debuff, so it’s easier to tune with alliance mana returns. That would work really well while giving every shaman their own battery (you could min max it where you want your highest manapool user to press it first, but for the most people it wouldn’t matter).
As a mage healer myself, i would love to get earthshields on some fights, cause arcane blast has 0 pushback protection.

I mean you get mobility from procs. I would love to have an instant cast every now and then as a mage. And you could also pick lavaburst instead of watershield to have some dmg in between. I also enjoy the “surge of light” rune for priests which give you instant smites or flash heals after a crit. In TBC that rune was a talent which made those spells also cost no mana. Super fun for me at least to weave in smites after CoH’s

I would feel a bit different about that but i haven’t played shaman in p3 so far. But I think that you have your moments where you can at least take advantage of that. For example on knockback dragons you apply riptides (guess its pretty much on cd like on retail?) and after the knockbacks you can “collect” your riptides with chainheals for more pump. Maybe the gain would be to small for it to feel rewarding, but as of now I find that engaging. But I’m also down for making the game a bit faster for casters. As i said earlier, 2.5 second Arcane Blasts also don’t feel great. Especially when pushbacks makes them 5 seconds :smiley:

I just have something to say about Throughput in general. I’m pretty sure that you aren’t as far behind as it seems in throughput, but that druids and priests get their healing out faster. What I mean by this is, that I as a Mage have the most possible throughput in the game. There are a lot of fights where i do 500HPS or more and i do 70% overhealing while I’m doing it.
On the council fight we i knew my bad guild wouldn’t purge the thorns so i prepared Beacons on both melee groups and was pumping 3.2k HPS over a 10 second period (until someone asked for a purge on the boss :smiley: )But it takes some time for me to set that healing up. Priests and druids just press 1 or 2 buttons and their healing is out. You can fix your HPS by cutting healers :smiley: That is what were going to do aswell. Although after seeing the fights now and checking some logs, I’ll try to do some 20man Ramps for a few Boss mechanics :smiley: Retail Disc Priest: activated
Classic has the problem that you don’t have to heal right. If you remember Mythic Jaina where people were super low for 15 seconds after they cleared their frost stacks at the fire barrels. High end mythic guilds would put down Healing rains to heal those people up efficiently over those 15 seconds (cause no dmg was happening) and all the healers would pump DPS. And you had to do that because hitting the Dmg check was hard. In classic Priests still play CoH even though I would heal that damage passively since most fights in ST are “massive hit of dmg” → 15-25 seconds of nothing.

TLDR; cut healers and pump

That probably will never happen. While I am completely on your side, I’m allready surprised they made Magehealers like Disc Priests on retail, when we all know that Retail Disc Priests played by casuals heal 85% with flash heal.
Another point is that you would have to change blessings and auras from paladins if you’re changing totems. Cause they pretty much bring the same buffs. And they have a few less utility options than shamans I think (but they are negligible and outdated. Like stoneclaw totem if you pull 2 mobs on Era)

Bosses are only +2 lvls so far. So it’s only 5% for now at least

All in all I agree with you in most points. I made a similar post about Mages a few days ago. The problem I see for us is that Blizzard is now backing out of making things a little bit challenging. So while I agree, that those changes would make the game feel better for good people, casuals would feel even more overwhelmed. They can’t even do one-button-rotations right and that are the players SoD seems to cater towards. Saw an Aggrend tweet saying as much.

I just don’t understand why you would give classes so many tools to deal with things, without giving them things to deal with. I’m really disappointed

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Getting 95+ DPS parses as a healer just by using ancestral guidance was fun. I would love to use that spell. The reason I think shamanistic rage should just be a book is that it would probably feel bad for my entire raid if it got nerfed. If it’s already in the game, and people are used to it, then making it a book solves the issue for shamans, gives tank shaman a DR cooldown, and keeps the manareg for everyone else. Blizzard thought that only enhance would use it, and balanced it around that, and instead of fixing it, they made it mandatory for everyone.

I get mobility from power surge procs, but usually when I don’t need it, and only if I keep flame shock up, which sucks to do. It’s fundamentally an ele shaman rune, and healers were just neglected. Movement can usually be bridged by Riptide.

I can prepare riptides beforehand, but run the risk of these targets being at high health by the time I get a chain heal on them, because I already hotted them. I think it’s just a clunky interaction, to be honest. Also, chain heal is just not a very strong spell, which makes it less fun to use.

Shaman is massively behind in throughput. I do have the time to heal my raid properly, but that doesn’t mean that I have good throughput compared to other classes. Druid aoe healing is already stronger if they only use Efflorescence. You can get through the raid with 4 shaman healers, which is good, but other healers are just stronger, and druid is completely overtuned in comparison. I didn’t look into priest much, but their numbers also seem very high compared to shaman. The healers in my guild don’t care about parses, because high parses are achieved by poor gameplay. We cut healers where we can, but that doesn’t change my throughput. It just changes a meaningless parse number.

Changes to paladins might be useful too, but I don’t play it. I can’t really judge that at all. I’m all for interesting and engaging gameplay, though.

I think casuals aren’t as braindead as some people make them out to be. Anyone can use more than one spell, but some people just choose not to, or are not in a state where they can. If people raid while being so drunk they won’t remember any of it, then that should not be the problem of everyone else. Any clown can clear SoD raids, if they are sober and have the game on the main monitor. Aggrend said that semi-casual guilds should be able to clear quickly, not that semi-afk pugs should be able to oneshot everything in the first ID. If Aggrend had wanted to say that you don’t need to really play the game to clear, he would have actually said exactly that.

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Sham Rage as a book would be so ridiculous i dont understand how can you even imagine it :smiley: it is the best spell beside windfury totem that shamans offer if they make it a book it needs massive nerfs makes no sense to have free mana bar of gcd that reduces dmg and fill the whole raid

You being unable to imagine it is due to lack of trying than anything else. Is it too strong? Yes it is, sadly it is a crutch that makes restoration work at all atm.

Maybe when everyone is geared and running with a speed-run capable raid, thus trivializing fights, the other options can be considered(Ancestral Guidance mostly) but for the average raid and player it is a must pick atm.

The mana return for the whole raid could be looked at, but if they decide to nerf significantly the personal returns they have to take a good hard look at the rest of the kit unless they want to break restoration for shamans.

I have been a fan of Healing Rain since P1 and only recently gave Overload a chance now that Riptide is available and I gotta say Chain Heal just doesn’t cut it. And even if Overload has a 50% chance to trigger I miss the reliability of Healing Rain.

Also I have been asking since P1 for Healing Rain to have no cast time to help with some of our mobility issues and we got it on the ST set… bitter-sweet change.

We could have had Earth Shield on this slot as well and pick between more healing or more mana regen or damage(Lava Burst).

This has been a massive missed opportunity in term of rune design, we could have had at least a rune that turned some of the barely-worth-pressing totems into short useful cooldowns and we got frustrating runes like Power Surge(Fire Nova as well) that either do nothing or too much when the rng favors you. Power Surge is especially toxic in PvP.

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Why would it be ridiculous? Every shaman except for tanks already has it. I say that it should be a book, because it is mandatory for three out of four specs, and a DR on tank shaman would feel good to use too. Shamanistic Rage as a book would solve a very specific issue in a useful way. So far, blizzard has solved everything in the least satisfying way (redirect lol), but that doesn’t mean they should continue that pattern.

It is a massively overpowered spell, but the only reason resto shaman is even playable. Downranking spells in SoD would be horrible, because runes cannot be downranked. The difference in power between runes and basic spells would be too large. If anything, alliance should have the same raidwide manareg that horde does. As long as there isn’t infinite mana for the entire raid, it’s fine.

I still hope that it will become baseline instant in p4. Healing Rain is already weak compared to other aoe healing, so an uptime of 100% would be the least they can do for it. I doubt that blizzard will do it, though. If there is no buff to it, some new aoe healing tool needs to come.

The fix to weak resto shamans shouldn’t be to give them more damage. Shaman needs more healing. Making earth shield usable would be a start, but wouldn’t solve anything, because it’s a single target heal, which is of little help in a raid where aoe healing is the only relevant thing.

I completely agree that it is a missed opportunity. I got the feeling that blizzard had some ideas for enhance, specifically for tank enhance, but didn’t really know how to populate the rune system for resto, so they just threw in some things without an actual plan. It’s a bit frustrating to see so plainly that a spec had so little thought put into it. I don’t play alliance, but I always got the feeling that holy paladins probably have the same issue. Priest and druid gets a lot of love, and blizzard just forgot that there are three other healer specs in the game.