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Shaman heals
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Post by
Achilless
My shaman just hit 60, so i decided to dual spec it, its enhance (soon to be ele at 70), and of course the other is Resto. I was wondering is there any type of priority to healing spells like this one goes before that one and stuff like that. Also ive never healed with my shaman yet, but i heard there are like two builds, one that uses chain heal more, and another that uses LHW more. Really can someone just tell me about shaman healing, what the pro's are and the cons are, and maybe some techniques?
Also im confused about what stats are important, i know SP is, and i think one forum said Mp5 was too, but other then that idk
Post by
385144
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Post by
Achilless
Thx that helps a lot, can someone take the time and link me a talent build for both the chain heal build, and the LHW build? it would be much appreciated
Post by
328121
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Post by
385144
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Post by
shazi
Raiding = chain heal build
PvP = LHW build
This is very untrue. A major part of hardcore raiding shamans tend to use Riptide / LHW as their primary spells, and I tend to do the same. Looking through meters, it improves my HPS in ulduar, a lot in 25, a bit in 10. Chain Heal is getting buffed in 3.2 (increasing jump distance by 2 yards, from 8 to 10) to make it more viable, but I doubt whether it will make any diffrence. LHW still seems very strong.
I personally prefer Elemental Weapons over Healing Wave, since you will (almost) only use HW in NS combos. (
Link for the specc I use
)
Post by
Achilless
thx guys you all have been very helpful
Post by
66520
It's being buffed so that you don't have to specifically gear to make it sustainable. It's not going to get any more viable.
Post by
235177
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Post by
321678
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Post by
409530
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235177
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Post by
Mesoforte
You want to put them in either Healing Way or Elemental Weapons (it's a huge debate which one is better - figure it out for yourself lol).
Psssh, debate implies the other side has a valid point. ;)
Post by
66520
Also LHW will be better with 10% damage reduction buff on target after crit instead of 25% extra armor.
This is a "nerf" outside of pvp.
Post by
Mesoforte
It is true. It only reduces physical damage. Now if they made it do magical damage, it would be great. That's the new crushing blow, high burst magical damage. :\
Grab glyph of lesser healing wave and LHW is just as good as a healing wave. Besides, you never use healing wave in a raid (at least I don't). And they are increasing chain heals jump range to like 10 yards or something.
Just realized, this statement needs to be qualified-
Grab glyph of lesser healing wave and LHW is just as good as a healing wave
. Besides, you never use healing wave in a raid (at least I don't). And they are increasing chain heals jump range to like 10 yards or something.
Post by
321678
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Post by
66520
As a caveat, I am relying on math from EJ for my opinion regarding this change.
According to which, any tank with armour between 16k and 43k gets a larger damage reduction from 25% armour than it does from a flat 10%. That covers pretty much every single raiding tank that does not explicitly stack armour.
Post by
sanotehu
I wouldn't call it a nerf. Extra armor id not reduce magic damage and the physical damage reduction from 25% armor increase was way less than 10% due to armor scaling. Would you care to elaborate why in your opinion it is a nerf?
It's a nerf -- and a pretty severe nerf -- at ulduar levels of gear.
tl;dr:
A 20k melee hit on a heroic ulduar geared tank would be reduced to 7134 without AF, 6146 with our current AF, and 6421 with the 3.2 AF. To achieve similar reduction that we are currently getting with AF, the talent at max rank would need to reduce incoming physical damage by 14% instead of 10%. To put it another way, our current AF is reducing incoming physical damage by 14%.
end tl;dr
The math is pretty simple. For a level 83 mob attacking you, the reduction is: %Reduction for 83 = (Armor / (Armor + 16635)) * 100
Our paladin and warrior tanks run around 30k armor with buffs. The reduction for that against an Ulduar boss would be 30000/16635 = 64.3%. So a 20k melee hit would be reduced to 20000*(1-.643)=7134 with 30k armor.
Currently, our AF will increase the tank's armor value by 25% -- so our tank with AF will have 37500 armor, and the % reduction would be 69.3%. I know what you're thinking - "Why there it is, he's only gone from 64.3% reduction to 69.3%! 5% is way worse than 10%, so this is a massive buff!" -- but you're wrong. That same 20k hit with 37.5k armor would be reduced to 6146, or by 988 hp.
After the patch, our talent will reduce physical damage by 10%. So, if that tank is affected by our new AF, he will take 7134*.9 = 6421, a reduction of 713.
We'd need the new talent at max rank to reduce physical damage by 14% to not consider it a nerf at heroic Ulduar levels.
Post by
Mesoforte
Alternatively, they should do 10% of all types of damage. I'd take an armor nerf if we could reduce magical damage.
Post by
321678
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