Resto Shaman's Spell School and Ancestral Vigor

Hey again everyone,
I previously made a post about the current state of Resto Shamans, I figured I would make a new post about some… questionable design choices I stumbled upon.

I would like to talk about 2 things, the first would be the Ancestral Vigor talent, the second would be the Spell School of Shamans in comparison to others.

Ancestral Vigor:
This talent used to be part of our base kit. But at higher M+ keys on tyrannical, people can and will get oneshot by Boss mechanics. So I figured it was time to try this out again in order to snipe heal a party member before they get oneshot.
This is the problem: When the target is NOT at full health, the health gained from 10% is NOT additive. The max health of the target goes from 300k to 330k as expected, the current health, on the contrary, would go from 100k to only 110k.

This brings an incredible amount of problems with it. The first one would be that because of this talent, you have to heal MORE in order to top someone off,
In the example stated above, the ally was hit for 200k health in total, but requires 220k healing to be healed back to full.
Hopefully this alone would raise enough eyebrows for the talent to be changed, but if this for some reason was intended, I will elaborate on the other problem at hand.
After 10 seconds, the buff runs out, and the character once again loses health. But this health is ALSO based on their current %age, thus healing the same 100k health target to 200k, will, thanks to this talent, effectively remove 10k of my total healing on the target.
No matter how you look at it, the Ancestral vigor buff makes it both harder to heal the targeted ally back to full health, while also removing more health than the target gained, effectively reducing my healing done, when the buff wears off.

There’s only 1 scenario this talent makes any sense in using, and that’s having it on players with already 100% health. Obviously, this is a problem due to the low amount of abilities that can actually grant allies this buff in conjunction with the extremely low duration of the buff and oftentimes the inability to have all allies go into battle with this buff on. The best way would be Chain Heal, but this is a spell that prefers to hit lower health allies AND it costs a whopping 5k mana to be cast.

Is this intentional, am I missing something, is this bugged or is this “talent” a talent for disaster.

Secondly! I would like to chat about certain abilities’ Spell Schools.
When a Shaman gets interrupted while healing, the Nature School gets locked. All fair and square, but why can we not use totems when this is the case? Surely totems aren’t of the Nature School. Same goes for Ghost Wolf, which, to me, has absolutely nothing to do with “Nature”. Yet Shamans get locked out that aswell when they get their heals interrupted.
I would like to emphasize on how this is especially punishing for the Shaman, due to their lack of high output instant casts, we need to hardcast nearly everything in order to keep people alive.

If all if this for some reason is intended, I would like to remind the developers about Druids and their ability to shapeshift, even when they are locked out of their Nature School.

To me, completely unfair to the Shaman in both scenario’s.
I welcome anyone that would like to add their 2 cents about this, why you would or wouldn’t think this is fair.

Thanks for reading my post!

Love, Nymvi

2 Likes

Not really good enough at resto to say if it’s good or bad, but what you said made me raise my brows a bit.
My understanding of the talent was always that it was a buff to mastery (in essence the talent makes the gap between current and max health bigger making mastery better?).
So do you think the talent makes sense with high mastery or just no?

I think totems where always part of a school of magic. The problem imo was always that Nature school is so huge (include air, earth and water) while somehow excluding fire and frost, for some reason, which always seems weird to me.
Still, you should be able to drop skyfury if nature locked, for all the good it will do.

its not so bad, but it should just be baseline, otherwise it is not worth the talent. Make it worse it gets absolutely outshined by earthen wall totem.

Spell school I agree, we should have an “earth” school for some defense or other crap

I see Vigor as a way to get more ehp across your raid during heavy aoe damage. In a dungeon where damage is constant and mostly low, Vigor loses to Earthen Wall Totem. In a raid (if you do not need Ankh totem) Vigor should be the go to option, since it basically increases the potency of all healing, yours aswell as your fellow healers.

I don’t know about the interupt thing. I feel like interupts should be punishing since that rewards skill and knowledge of your opponent. But then I don’t really play resto atm and I don’t pvp, so I am rather clueless on the matter.

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