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World of Warcraft Classes Shaman «Restoration»

Restoration Shaman PvE Guide (WoW Legion 7.3.5)

 A Restoration Shaman presents one of the branches of Shamanism, the one devoted to utilizing various healing properties of water.

Contents

Introduction

Let’s take a closer look at the weakest and the strongest aspects of this specialization:

Advantages:

  • A lot of cooldowns.
  • Effective heal on grouped together allies.
  • Effective heal on allies with massive HP loss.

Disadvantages:

  • Delivers minor damage.
  • Low mobility.

Basic information on the spec:

A Restoration Shaman has one key resource – Mana. Mana is spent on healing, protective and auxiliary spells.

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Glossary

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Main abilities

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Talents

General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15.

  • Undulation. Every third Healing Wave or Healing Surge restore additional 50% of Health.
  • Unleash Life. For 11,000 Mana allows you to restore an ally a nice amount of Health. The next direct healing spell applied to this target will be 45% more effective. CD 15 secs.
  • Torrent. Increases the efficacy of Riptide‘s instant healing by 30%.

* Default pick is Torrent. It is the most usefula and the most effective talent as Riptide is your only powerful instant spell – this sometimes helps you save your allies from death.
Unleash Life should be taken when the major part of your healing is going to be performed by Chain Heal. The talent should be activated per CD, and if your Chain Heal is mostly off to overheal by the time you trigger it, you can dillute the buff with Riptide.
If your encounter demands a multi-target heal which means you’re bound to utilize Healing Wave and Healing Surge frequently, and their share together in your total heal is over 20%, then choose Undulation. It’s not the most effective talent heal-wise, but for the particular situation described here, it’s the best option.

 

Tier 2. Lvl 30.

  • Gust of Wind. Allows your character to jump 20m high. If your character is in the air (is falling down or was thrown away with any ability), then Gust of Wind cancels this relocation and, as usual, moves you forward. CD 15 secs.
  • Graceful Spirit. Reduces CD for your Spiritwalker’s Grace by 60 secs and increases the moving speed within it by 20%. Your moving speed as a Ghost Wolf also grows by 1%.
  • Wind Rush Totem. Install a totem in a selected area within a 40m radius. The totem will exist for 15 secs and have the active area of 10m. Any Ally within that area increase their Haste by 60% for 5 secs. The effect is renewed when they enter the area for the next time. CD 2 min

* Graceful Spirit is the default pick as it allows you to heal on the go more often, and it somewha increases your mobility.
If your group needs mobility, use Wind Rush Totem.
Gust of Wind should be used in those encounters where you need to make large distances within a short time window, or to hinder various throwback mechanics.

 

Tier 3. Lvl 45.

  • Lightning Surge Totem. Install a totem in a selected area within a 35m range. In 2 secs, it stuns all the enemies within an 8m radius for 5 secs. CD 1 min.
  • Earthgrab Totem. Install a totem in a selected area within a 35m range for 20 secs. It pulsates once every 2 secs and immobilizes every enemy within an 8m range for 8 secs. For its second action on an enemy, instead of stunning, it will slow yjem down by 50%. CD 30 secs.
  • Voodoo Totem. Install a totem in a selected area within a 35m range for 10 secs. It tranforms every enemy into a frog (like with Hex). The effect is over if the enemy leaves the Totem’s active area, or if they receive damage. CD 30 secs.

* Your best choice here is Lightning Surge Totem – it’s always good to have a 5-sec AoE stun up your sleeve.
The other 2 talents are extremely occasional and mostly inefficient as their control effect is broken by any damage done to the targets.

 

Tier 4. Lvl 60.

* Ancestral Guidance is your default pick since it is apowerful additional cooldown that goes well for both raids and Mythic+. The burst heal could be particularly great if you use it together with Cloudburst Totem.
Deluge is strong, but it is quite picky to situations as it demands your group/raid to frequent the active range of your Healing Rain. With a setting like that, the talent would also combine quite well with Unleash Life and High Tide.
Crashing Waves may be reasonable in situations where you need to deliver more healing into single targets. In terms of overall healing, this talent falls behind as compared to Ancestral Guidance.

 

Tier 5. Lvl 75.

  • Ancestral Protection Totem. For 24,200 Mana, allows you to install for 30 secs a totem that would increase the Health stock for each group or raid member within the 20-m range. In case an ally dies within the totem’s active range, the totem will be spent and will allow your ally to resurrect with 20% Health. Does not combine with combat resurrection. The resurrestion effect won’t work if the fatal damage dealt to the dead ally was catastrophically large. CD 5 min.
  • Earthgrab Totem. For 24,300 Mana, allows you to install a totem with a major amount of Health for 15 secs. From each attack caried out within the 10-m range of the totem, a minor amount of damage will be redirected off your allies onto the totem. CD 1 min.
  • Ancestral Vigor. Each time your Healing Wave, Healing Surge, Chain Heal or your Riptide‘s primary heal restore Health to your ally, their max HP grows by 10% for 10 secs.

* The easiest to use and, at the same time, the most effective one is Ancestral Vigor which provides your allies with additional survival hense making them survive more damage.
Earthgrab Totem is very effective whenever damage is regularly received by your group/raid, and its members have the opportuity to be within the totem’s active range.
Ancestral Protection Totem is an extremely potent cooldown since it has quite a vast active range, incresaes max Health to allies and is like insurance for them. The talent can be used on various occasions, e.g. when it’s obviously much more beneficial to lose a certain member of your group/raid to damage than to try healing them out.

 

Tier 6. Lvl 90.

  • Bottomless Depths. Resurgence works every time, if you restore Health to a target that’s below 60% HP.
  • Cloudburst Totem. For 18,920 Mana, a totem is placed by your side. Over 15 secs, the totem will be accumulating the power of your healing spells. Once the time is over, or it’s destroyed, or upon an attempt to use the ability for the second time, the totem explodes and restores 25% of the total healing delivered by you over the totem’s lifetime to every member of the group/raid. The whole heal is distributed evenly between all the allies within the 40-m radius. CD 30 secs.
  • Echo of the Elements. Riptide, Healing Stream Totem and Lava Burst now have 2 charges. Tidal Waves have a 10% chance to stock a Riptide charge for you.

* Cloudburst Totem is the most effective HPS-wise and the most convenient to use, too. An additional cooldown which can also be activated whenever needed upon a second cast of the ability. Very reasonable in terms of Mana spending.
Echo of the Elements is great for encounters with higher necessity in short runs, or for Mythic+ for higher damage dealing whenever no healing is needed.
Bottomless Depths should not be used at all as it’s Mana saving is not that effective, and it does bring down your Crit value.

 

Tier 7. Lvl 100.

  • Ascendance. Allows you to transform into a Water Ascendant for 15 secs, and in this form, your healing efficiency is double and distributed evenly between the allies in close vicinity of you.
  • Wellspring. For 44,000 Mana it creates a wave that moves forward and restores a major HP count to friendly targets within a wide sector before you. CD 20 secs.
  • High Tide. Chain Heal jumps over to an additional target, but now, the efficiency loss with each jump is 50%.

* Ascendance is the most universal talent on the Tier – it’s a powerful additional burst cooldown that combines perfectly with Cloudburst Totem and Ancestral Guidance.
If most of the time on the encounter you use Chain Heal, High Tide is your best option here.
Wellspring is perfect for healing members of the group/raid that are remote from each other when Chain Heal cannot reach everyone. Delivers massive healing. That’s why using it together with Cloudburst Totem is the optimal solution.

 

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Artifact

Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.

Relics

A Restoration Shaman uses 2 Life relics and 1 Frost.

In most of the cases the relic pick would boil down to the ilvl, but if the artifact provides minor ilvl increase, sometimes it’s worth concentrating on nice traits. For your convenience, the relic list here is accompanied with the artifact ilvl equivalent:

  1. Empowered Droplets 1.48
  2. Pull of the Sea 1.39
  3. Queen Ascendant 1.13
  4. Floodwaters 1
  5. Buffeting Waves 0.9
  6. Wavecrash 0.6
  7. Tidal Chains 0.1

* Tidal Chains is a particularly good trait for Mythic+.

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Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. This is where you face the first important choice between Light and SHadowas the result of your choice deprives you of one of the last traits on Tier 3. Your objective: to pick a way of the highest ilvl equivalent sum on both Tiers.

  1. Refracting Shell 2.4
  2. Shocklight 2.4
  3. Murderous Intent 2.4
  4. Light Speed 2.3
  5. Infusion of Light 2.2
  6. Master of Shadows 1.8
  7. Shadowbind 1.6 (only while dpsing)
  8. Light’s Embrace 1.5
  9. Secure in the Light 1
  10. Chaotic Darkness 1 (only while dpsing)
  11. Torment the Weak 0
  12. Dark Sorrows 0

Tier 3. Like it said before, in Tier 2 the traits may be equal in their value to those of Tier 3

For raids:

  1. Empowered Droplets 1.48
  2. Pull of the Sea 1.39
  3. Queen Ascendant 1.13
  4. Floodwaters 1
  5. Buffeting Waves 0.9
  6. Wavecrash 0.6
  7. Tidal Chains 0.1

* Tidal Chains is a particularly good trait for Mythic+.

Other traits are defensive and provide no dps that’s why they are not accounted for here. Hence their value is considered equal to 0.

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Legendaries

A Restoration Shaman has access to the total of 14 Legendaries.

Let’s single out the best and the good Legendaries:

Roots of Shaladrassil is the best Legendary for Restoration as it allows you to exclude yourself from the healing almost completely, and on top of that, it has wonderful stats. These pants’ healing is accounted for in your Cloudburst Totem.

Velen’s Future Sight. A Shaman possesses a major amount of burst heal, that’s why combining your CDs with this trinket helps you increase you burst heal even more. Plus, it reduces the overheal. One of the best Legendaries.

Prydaz, Xavaric’s Magnum Opus is somewhat similar to Roots of Shaladrassil, has a huge list of stats and allows you to absorb damage equal to 25% of max HP. This one is also among the strongest Legendaries for a Restoration Shaman.

Soul of the Farseer is a wonderful option for Mythic+ as it allows you to use Cloudburst Totem and Echo of the Elements simultaneously which means you do not lose one of your potent healing CDs, and you still can deal damage effectively.

Other:

Fire in the Deep is a mediocre Legendary only due to the fact it has great stats and major Intellect. The proc, however, leaves much to be desired since it’s often pretty useless.

Praetorian’s Tidecallers is an average Legendary, but it may up its game in situations where prolonging your powerful totems is completely HPS-effective.

Focuser of Jonat, the Elder is mediocre even for situations when you need a burst heal off your Chain Heal.

Uncertain Reminder is an occasional Legendary. Let it be reminded that the trait Sense of Urgency ups your whole heal by 25% during Bloodlust / Heroism. A combination like that is extremely occasional because encounters where you need continuous burst healing are not that frequent.

Elemental Rebalancers is an occasional Legendary. It might only look good in case the whole raid is located at the same point for a long time, and they can receive the effect of your Healing Rain.

Sephuz’s Secret becomes mediocre if you have the opportunity to trigger its proc per CD with your dispel, abruption or controls. In any other case it’s considered weak.

Nobundo’s Redemption has nice stats – even though only few of them – but the bonus itself is rather weak which makes it one of the worst Legendaries.

Intact Nazjatar Molting could be one of the best should a situation occur where there’s an HP-lacking ally per each GCD of yours. But, unfortunately, situations like that hardly ever happen which makes the belt the worst Legendary for a Restoration Shaman.

Vigilance Perch is some craft garbage you can use at the beginning – if you don’t care to spend gold or agents on it – until you get the first two Legendaries.

Insignia of the Grand Army empowers the traits of Netherlight Crucible’s Tier 2. WIth best traits at this tier becomes a powerful legendary but still worse than best ones.

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Gameplay:

Your healing priorities are very much dependent on the current situation – your group/raid’s position, the strength and frequency of damage incoming, whether the damage is dealt to the tank or the group, etc. We will try to review healing models for the most common situations:

  • Weak or average incoming damage to the raid:
  1. Riptide per CD. In its turn, Riptide generates a charge of Tidal Waves that stacks twice. It is advised that you keep one charge, just in case.
    Never renew Riptide on the target – unless you urgently need instant heal on a target like that.
  2. Earthgrab Totem to prevent damage.
  3. Cloudburst Totem per CD.
  4. Gift of the Queen, provided the use is justified at the moment. Always combine it with Cloudburst Totem.
  5. Healing Stream Totem per CD.
  6. Healing Rain, provided it’s going to heal 6 allies during the whole active period.
  7. Healing Wave or Healing Surge combined with Tidal Waves, if the situation demands it (someone in the group/raid has suffered massive HP loss).
  • Massive incoming damage to the raid:
  1. Riptide per CD.
  2. Healing Rain per CD.
  3. Earthgrab Totem perCD.
  4. Cloudburst Totem per CD.
  5. Gift of the Queen combined with Cloudburst Totem.
  6. Healing Stream Totem per CD.
  7. Chain Heal, provided High Tide is talented.
  8. Healing Wave.
  9. Healing Surge.
  10. Chain Heal, untalented.
  • Medium incoming damage on a single target:
  1. Riptide per CD regardless of the duration of the periodical effect casted upon the target.
  2. Cloudburst Totem per CD.
  3. Healing Stream Totem per CD.
  4. Healing Wave or Healing Surge combined with Tidal Waves depending on the speed of damage reception by your tank.

* If you tank is receiving massive damage, deal Gift of the Queen to it to kick up their max HP by 10%.

  • Utilizing cooldowns:

Healing Tide Totem.
This is a very simple and effective cooldown as once you’ve cast it, it does everything else on its own. Mana-cheap, instant, delivers massive healing. When to use:

  • When your raid is receiving massive damage.
  • After your raid has received massive damage.
  • When your Mana is low, and you do need to heal the raid.
  • During short runs accompanied by the raid receiving damage.

* It is advised you always to combine it with Cloudburst Totem.

Spirit Link Totem.
Helps you keep the victims of HP loss alive at the expense of other raid members who are in better Health conditions. It can also be used for as simple as a 10% cut on the incoming damage.
When to use:

  • When your raid is located compactly in one area, and there’s burst damage coming up onto the raid.
  • When the raid is compactly located in one spot, and suffers massive unplanned damage.
  • When your tanks have lost massive HP, in order to share their HP with other raid members.
  • When the raid is located compactly in one spot and suffers continuous massive damage.

Ancestral Guidance and Ascendance.
Both cooldowns are better always combined with Cloudburst Totem. It is recommended to activate Healing Rain on the largest ally group before utilizing these bursts.

  • Damage Dealing.

Quite often in Mythic+ or in raids whenever you’re not healing, you need to deal damage.
Priorities:

* Keep in mind that Flame Shock and Lava Burst cost Mana, so in case you are short on Mana, keep it down to Lightning Bolt.

In the encounters where your raid is located compactly and is not suffering a lot of damage at the moment, don’t hesitate to deal damage yourself. Quite often maintaining Healing Rain and a few Riptides is enough while in between those you may feel free to utilize your DPS abilities.

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Stats

The basic priority rating for the characteristics is as follows:

Intellect > Crit > Mastery > Versatility > Haste

This specialization’s Mastery increases the efficiency of your healing to the targets with lower HP levels.

Critical healings allow you to refill your Mana via Resurgence.

Haste reduces GCD, casting time, allows you to deal more ticks with your Healing Tide Totem, Healing Stream Totem and Riptide. Haste is not that bad a stat at all, actually. It’s just that when there’s a lot of it, the value of other characteristics grows rapidly. It is always good to have a bit od Haste.

Versatility increases the whole heal and damage you deliver, and also reduces your incoming damage by half that amount.

  1. Gems:
  1. Chants:
  1. Food:
  1. Flasks and Potions:

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Set bonuses

t19:

t20:

  • 2 pieces: Casting a healing spell may increase the probability of your next Riptide being critical by 100%.
  • 4 pieces: If Riptide‘s primary healing is critical, your next Healing Rain restores 50% more Health.

t21:

  • 2 pieces: Casting Healing Rain instantly restores 1 HP to up to 6 allies within its active range.
  • 4 pieces: Utilizing Healing Wave or Healing Surge generates a 100% chance that a player within the active range of your Healing Rain restores HP equal to 40% of the Health basically restored by these spells.

 

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Macros

To begin with, you should get mouseover macros for all your healing spells meaning whenever you cast a spell, it will be applied to the target your cursor is on at the moment. For example:

#showtooltip Riptide
/cast [@mouseover] Riptide

 

Since a Restoration Shaman still has abruptions and dispels, it would be of great convenience to be able to use a focus or a mouseover macro for Wind Shear and Purge, whichever sticks better with you:

#showtooltip Wind Shear
/cast [@focus] Wind Shear

 

 

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