Resto Shaman Feedback

For the entirety of SoD, it has been fairly obvious that nobody at Blizzard knows what to actually do with the spec. This might be because Blizzard designs the game around alliance, but it might also be that the SoD team just has a very poor grasp of the game in general (in p1 they were caught off guard by casters not scaling well with int, and needing spellpower to deal damage).

For context, I raid as a resto shaman, and the other two healers in my raid play mage and priest.

Here are some things that stand out:

Who are resto shamans supposed to heal?
Mages are absurdly strong at AoE healing 20 targets. Priests are good at increasing EHP by shielding, and group healing. Paladins are good at two target healing (presumably, I haven’t played with paladins). Druids technically exist, but I haven’t healed with one since ST, where their 5-10 target healing was extremely strong.

What are resto shamans good at? Technically, they have strong single target healing with tidal waves + healing wave, and strong melee range heal with riptide + chain heal. This is clearly visible in logs, where I consistently heal more than priest/mage on fights like Huhuran, and do more tank healing on fights like twin emps. I get rinsed on every other fight, especially by the mage.

Resto shaman is ABSURDLY bad at aoe healing. While chain heal was a good spell in ERA, it needed a lot of buffs to make it useful in SoD (overload, riptide, tidal waves, coherence, T2.5 2p, T2.5 4p). None of these address the absolutely massive issue of it having virtually no range. Chain heal is so bad at aoe healing that I refused to do thunderaan on my shaman once I got the mace. It is not possible to effectively heal range dps with chain heal. Healing rain has the same issue, with the added BM by blizzard of not giving it a visual indicator on the ground, like they did for efflo.

Resto Shaman should always have been a tank healer, especially since SoD has no faction balance, and horde therefore has no paladin to fill that role. The setbonuses should always have supported that, including the T2.5 bonuses. The T3 bonuses should support that too, and in part do.

Set bonuses
Resto shamans consistently got trash set bonuses. In T1, the 6p bonus looks good on paper, but literally has melee range. If you heal an active tank, it does nothing, because nobody is in range. The 2p bonus is nice (especially on ragnaros), and the 4p bonus does nothing at all.

The T2 bonuses were such garbage that core forged was the way to go.

The T2.5 bonuses supported a role that resto shaman should not be in, but supported that effectively.

The T3 2p bonus is a joke. It saves 2 to 3 GCDs per minute. The obvious 2p bonus would have been to be able to cast earth shield on two targets, and the stacks not depleting. That would have been good. To put this bonus into perspective, mage healers get 1.6k hps from their 2p, before spellpower scaling. The shaman bonus does more than nothing, but it might as well not exist, honestly.

The T3 4p bonus will never be noticeable, but the 4p bonuses of other healers don’t seem too flashy either. The buff that it gives to tanks seems to be useful, and I hope that it applies the correct buff to the correct specs/roles (inb4 rogue tanks get a dps buff and fury warriors get the tank buff).

The T3 6p is strong, but incredibly dumb. With this bonus, we finally reached the point where every shaman, regardless of spec, is forced to use alpha. First of all, that rune was named by Andy Tate. We, as a species, have known for decades that there is no such thing as an alpha wolf, so the name is cringe. But, more importantly, why do the other two runes even exist, when we can’t use them? Ancestral Awakening is very weak, but at least does something for healers. Alpha should be a skillbook, not a rune, just like shamanistic rage. Or, even better, tank threat should just be fixed.

The obvious fix to the T3 6p would be to put the effect on earth shield. This would work well with a 2p bonus that allows for two targets, as it would give horde a healer that is somewhat effective at two target healing.

Useless runes that are sometimes cool
Resto shaman has some runes that I really like, but are underwhelming. First and foremost, there is healing rain. I played with healing rain until Naxx, because it heals for a lot when used on melee, and because it consistently applied the armor buff to tanks. With ancestral healing uptime no longer being much of an issue, and throughput on tanks becoming more relevant, I don’t think I can justify using healing rain anymore, which I think is a shame. Overload is just something you set and forget.

Ancestral Guidance is my favorite shaman spell. It was really funny to overtake all the dps on ghamoo-ra when he exploded, just by healing. I played with it in every phase, until AQ, and liked it a lot. It was always pointless, though, and I think blizzard missed a chance to have it double as a throughput CD (by generating healing off of healing, in addition to damage).

The ring runes for healers are trash, and are a missed opportunity. The 5 mp5 are garbage for other healers, and shaman already has infinite mana, so that rune shouldn’t even exist at all. The 25 bonus healing are 25 more than we would have without it, but casters get 6% hit on their runes… There could have been some interesting runes here that change the behavior of healing spells, such as a damage reduction buff on single target healing spells, or a damage buff on aoe healing spells (which would make healing rain REALLY nice to use again).

Totems suck
Totems are something that you place and forget, or without terrestris, just forget. Mana Spring feels like a wasted cd, and Mana Tide feels like a wasted talent point. Both are hopelessly outclassed by shamanistic rage. It would have been a lot better if mana tide had been replaced by a single target external, since shaman is one of only two healers without an external. Mages also have no external, but they have two throughput CDs, which shaman doesn’t.

As things are right now, the only reason I place an earth and an air totem is the Totemic Protector setbonus. Fire and water totems serve no purpose. The retail approach of not always placing totems, but there being a visible effect when one is placed, makes totem use feel more impactful. It makes me want to use totems.

SoD should be renamed to Seasons of Damn, how do you waste this much potential?, and I am now done screaming into the void. Thanks for reading.

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As a fellow resto Shaman I agree and can confirm I experienced a lot of what you brought up.

I honestly gave up on chain heal recently and slapped the T1 6p set bonus and went full tank heal mode since as you pointed out other classes handle raid healing so much better. I obviously still use Chain Heal when it procs to be instant from Power Surge, but that’s so infrequent and unreliable… meh.

With the Healing Wave setup described above I do think Shamans make for a good tank healer, if we had holy paladins we would have been fried though, even out of that role. But we have a role to play as paladins are Alliance only.

In theory Chain Heal should be so strong with the t2.5 and T3 gear, it could be the only heal you need. Especially since you can pick Alpha since Chain Heal does not work with Ancestral Awakening anyway.

In practice I can’t stomach to police my raid members and keep reminding them and repeating myself like a broken record for them to not stand needlessly alone 30 yards from anyone else. It’s frustrating and tiring and there are fights where you can’t even keep in Chain Heal range due to bad abilities chaining (C’thun, KT…)

EVEN ON MELEE it happens so often that one steps out of the pack just a bit and the Chain Heal bounces just once or none at all. Or for me to Chain Heal the tank and the freaking heal not to have enough range to bounce on the melee pack…

I think that the T2 6set should have been instead of 20% heal/dmg to Chain Heal/Chain Lightning, it should have been double bounce range for both. This would have helped so, so much.

      Totem feedback:

Totems should have been the main focus for the devs to buff the class in SoD. Totems needed help BADLY. It’s the defining class feature! come on…

So many issues could have been avoided if instead of creating absurd runes like Burn they would have buffed fire totems massively and made the mana spring/mana tide do something more for casters than restore a pitiful amount of mana.

Mana Tide could have had a defensive boon attached to it even, it’s a 5 minute! CD that is the capstone talent for resto… right now it’s sooo underwhelming. But I guess we have to be thankful for Shamanistic Rage being as strong as it is or else we would have been totally done and cooked, probably forced to go back to down-rank spells…

When I’m not on my Shaman I run into other Shamans constantly that do not bother to put any totems down, or they put some totems down for melee and never bother to refresh them.

It’s one thing I miss from playing Alliance, blessings even in the old un-improved form were so much better, again even with their old short duration. Most totems barely provide a boon while having absurd restrictions like : party-wide only, low range(20 efing yards for non resto!) and absurdly low durations going from 1min to 2min…

It’s no wonder so many roll the class to be Flame Shock-mages and probably not have a totem spell even on their bars. This is so wrong!!!

To end my feedback I'll say this: 

Do I have a lot of hope the devs will make meaningful changes at this point? Honestly, no, more than a year has passed, so much of this feedback has been given already only to be drowned in a sea of Shaman-god-class-delete-now threads… As the op rightfully said: so much wasted potential.

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yeah since bwl only priest and mage are allowed to heal.

EVEN SP are better healers than druids/shaman since p5

But hey at last sham heal is fun in pvp while priest/druid/mage is boring af

I came up with a few suggestions after reading what Imposshiburu posted initially and these are some ideas I came up with.

These ideas aren’t meant to make resto shaman the best healer to replace every other healer or anything. It’s mostly to encourage some runes that are clearly weak now to be used more.

Here goes:

Healing Rain:

Make it so that lesser healing wave and healing wave heal one extra damaged player standing in the healing rain radius for 40% of the initial full heal. The extra heal can heal the same player if he is the only damaged player standing in Healing Rain.

The reasoning behind this change is that you miss on Overload if you take on Healing Rain right now. Overload increases both single and AoE healing. This change would help Healing Rain to be more competitive as an AoE heal and boost your tank healing - these are things that Overload does now and Healing Rain lacks.

Coherence: 

Make this rune increase the range at which Chain Heal can jump and maybe reduce the effectiveness of extra jumps to 40% from 35%. Gotta take into account the extra range means this heal will overall heal more and be more effective.

Numbers can be adjusted, we don’t want to make Chain Heal the clear and by far best healing build for Shamans, just more user friendly in encounters where spreading people apart is required and in general healing people at range that are not close to eachother.

Ancestral Awakening:

This rune is already very weak and doesn’t do much. We could at least eliminate the party requirement for whoever gets healed when it goes off. As things stand all it does is overheal most of the time, unless you are in the tank group.

This rune has a lot going against it, being in the slot with Aspect of the Alpha, for one. This change won’t make anyone go crazy over it but at least it will help a bit for it to be slightly more effective when it works.

Power Surge:

Make it so that if a Riptide, the heal over time part expires on a player, and Power Surge has not procced yet(the instant Chain Heal) you get a guaranteed instant Chain Heal at 50% effectiveness that cannot benefit from Overload. You can call this effect maybe a Lesser Power Surge or something.

If the regular, full Power Surge procs then the Lesser variant won’t go off anymore when Riptide expires.

The goal here is to make this rune be more consistently without going overboard.

For PvP balance reasons you could make it so that the Lesser Power Surge can never proc off Riptides that are on yourself, Power Surge would work exactly the same when solo as it is now.

This change isn’t meant to just give Ele shamans and/or tanks more healing, this is about resto. This is meant to help resto get more use out of this rune in groups, healing others.

That’s it, these are my ideas/suggestions.

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Either the forum post worked, or the SoD team was made aware of their poor life choices somewhere else. Shaman T3 6p now triggers off of earth shield, and not Andy Tate’s cringe rune.

I’m always surprised when feedback works, but I guess if we get a new set in the new raid (which I doubt), I’ll make the post right when the datamined set bonuses get announced.

Now turn mana tide into healing tide :smiley: