Archive

Archive for June, 2010

Icecrown Citadel – Festergut Heroic

June 30, 2010 1 comment

This guide will assume that you are familiar with the normal version of this encounter. You can read my own guide to this fight here.

Naturally, Festergut gains additional health in the heroic version.

  • 10 Man Normal – 9,412,000 Health
  • 10 Man Heroic – 13,700,000 Health

The main difference between the heroic mode of this encounter and the normal mode that you’re accustomed with is an additional ability. Luckily, it’s an ability that you’ll already be familiar with from the Professor Putricide fight. Throughout the encounter, Professor Putricide will be sat on a ledge, throwing Malleable Goo at your raid.

While the Malleable Goo is targeted at one member of your raid, it has a splash damage that is larger than the spell effect. Due to this, it’s vital you leave a large distance between yourself and the “puddle” that the Malleable Goo leaves on the ground.

It’s extremely important that you do not get hit by the Malleable Goo. If you are hit, you’ll receive a debuff that slows casting speed (or attack speed) by 250% for 12 seconds. Just as Festergut was a DPS race in it’s normal variation, it remains so in it’s heroic version. As such, DPS being hit by the Malleable Goo can result in the raid missing the enrage timer. Alternatively, healers being hit my the Malleable Goo can result in tank deaths.

Malleable Goo does have a flight time, it’s flung from a platform at the far end of the room and the puddle graphic appears prior to the spell hitting. In order to give the maximum amount of flight time (and thus allowing your raid members the longest period of time to react and move), we tank Festergut closer to the door than usual on normal mode.

The encounter is otherwise unchanged. That means the Gas Spore mechanic is unchanged and your raid will still need to move to ensure that everyone gets inoculated from the blight. It’s therefore more important than usual that your raid members return to their designated spots as soon as they receive the inoculation. If they fail to move, or move to slowly, the result can be your raid members being hit by the Malleable Goo.

Image courtesy of Owlkin.Org

The above screenshot captures the two mechanics (Gas Spore and Malleable Goo) in action. You can clearly see the ranged DPS stacking together to ensure they all receive the inoculation, whilst also steering clear of the neon puddle on the ground marking the landing point of the incoming Malleable Goo.

Summary

This is one of the easier heroic modes, particularly if your raid (and specifically, your ranged DPS and healers) are already accustomed to being spread out throughout the fight. This is precisely why I encourage the positioning featured in my strategy guide for the normal version of this encounter. Your main concern as a ranged DPS is avoiding the Malleable Goo. The casting speed debuff is extreme and with a twelve second duration, it’s a huge loss in DPS. Should multiple DPS be hit by this, you will fail the enrage timer. The key to this encounter is good raid awareness, both to monitor the path of the Malleable Goo and ensure that you’re receiving the inoculation debuff. Whilst it may initially seem quite chaotic, it’s an easy fight and shouldn’t take your guild long to master.

Categories: Heroic Mode

Icecrown Citadel – Festergut

June 29, 2010 2 comments

Festergut is one of three bosses in the plagueworks wing of Icecrown Citadel. While there are some mechanics you need to be aware of, this boss is a relatively straight forward DPS check and, as such, if you’re lucky with the RNG factors and don’t need to move too much, it can be great fun as a ranged DPS.

Unlike some fights in Icecrown Citadel, Festergut is a single phase tank and spank type encounter (so much so, he’s been referred to as Patchwerk 3.3 in some circles.)

The Positioning

The above diagram shows the positioning of your raid for the majority of this encounter. Some movement is necessary to deal with a mechanic known as Gas Spore. This will be explained in the next section. It’s vital that you spread out and return to your designated spot. Standing too close to another player will cause multiple players to be affected by Vile Gas and isn’t something you want. At worst, this can result in multiple DPS or healers being taken out of the fight for a few seconds and you could miss the enrage.

The Abilities

As a ranged DPS participating in this encounter, there are a few abilities that you need to be aware of:-

  • Gaseous Blight
  • Pungent Blight
  • Gas Spore
  • Vile Gas

Gaseous Blight

Gaseous Blight is a room wide aura so nothing you can actively react to. However, for the sake of being aware of what is damaging you at any given time, it deserves a mention. At the start of the fight, the room will be flooded with Gaseous Blight. Initially, this aura will deal between 4,388 to 4,612 shadow damage to all nearby players.

Periodically there after, Festergut will cast Inhale Blight. Following this he will cast Pungent Blight, exhaling and releasing the Gaseous Blight back into the room. (This is explained below.)

While not directly related to the role of an elemental shaman, it’s worth noting that every inhale causes Festergut to deal higher levels of damage and also increases his attack speed.

Pungent Blight

This spell occurs 15 seconds after the Inhaled Blight. Festergut will exhale and release the Gaseous Blight back into the room dealing high amounts of shadow damage. How high? We’re talking 48,750 to 51,250 of shadow damage to the entire raid. Fear not, there is a mechanic in place to deal with this insane damage.

Gas Spore

Two random players (in ten man mode) will be afflicted with a gas spore. It’s very easy to spot, you have a giant brown spiky blob placed over your head (and boss mods announce this clearly also). This spore will explode after 12 seconds dealing a small amount of damage to all nearby players. Upon exploding, players will receive a debuff called Blighted Spores. This debuff inflicts a small amount of damage for 6 seconds. Upon receiving this debuff, the players should return to their original raid position. When the duration of Blight Spores expires, they will become Inoculated. This increases the shadow resistance of the player by 25%. It can stack upto three times and this is precisely how you deal with the large amounts of damage dealt by Gaseous Blight.

The Gas Spore has a rather small range when it explodes, thus, to ensure everyone in the raid receives the debuff and ultimately becomes inoculated, your ranged and healers will stack together under one spore and your melee and tanks under the second.

There are two different methods for dealing with the movement required by the Gas Spore mechanic. I’ll detail these in the next section.

Vile Gas

The reason for maintaining an 8 yards distance between all healers and casters is to handle the Vile Gas mechanic. This spell is an instant cast with an 8 yard radius. It inflicts 3,900 to 4,100 shadow damage every 2 seconds for a total of 6 seconds duration. Whilst the damage itself is annoying, the biggest problem with Vile Gas is the disorientation effect it places on any players in range. This leaves them unable to do anything for the full six seconds duration. Should multiple players be hit by this, it can potentially leave you struggling for DPS or lacking heals. As such, it’s vital that when you move to receive the debuff from a Gas Spore explosion, you return to your designated position immediately. Be aware of those around you and be prepared to move slightly to prevent yourself being hit by this if someone else is out of position.

Handling the Gas Spore

With the positioning I detailed at the start you have two main “camps” during this encounter. Your melee are tightly stacked under Festergut and your ranged DPS and healers are spread loosely closer to the door.

In the ten man mode of this encounter, two people will be targeted with a Gas Spore. This equates to one spore being used to protect your tanks and melee and the second being used to inoculate your healers and ranged DPS. Due to the relatively small radius of the spore when it explodes, these two camps need to stack to ensure everyone receives the debuff.

Obviously, as your ranged DPS and healers need to spread out to avoid the Vile Gas, they also have to move together for the Gas Spore. You need to know in advance how this movement is going to occur otherwise you’ll have healers and casters running around randomly and run the risk of someone not gaining the inoculation debuff. As this is essentially a DPS fight, you can’t afford to lose people to the AoE. There are two different strategies you can employ to deal with this movement.

Firstly, you can mark a player in the ranged camp and have all your healers and ranged DPS move to this mark when the Gas Spore appears. Everyone quite simply collapses together onto the marked person. If you decide to opt for this strategy, then it obviously makes the most sense for the marked person to stand in the centre of your ranged group.

Alternatively, you can agree that everyone should move to the player with the gas spore while the targeted player remains stationary.

There are advantages and disadvantages to both of the above strategies. If you’re struggling to reach the enrage timer or cutting it very fine, I would personally suggest opting for the first method. This allows you to mark your highest DPS player and ensures this player should never have to move, allowing them to maximise their DPS.

The spore is placed on two random players and, as such, this can result in two players in the same camp being marked. That is to say, two members of your melee camp both receiving the Gas Spore or two members of your ranged camp. Due to the possibility of this event occurring, I would recommend good ventrillo communication as it’s essential that one player moves and delivers the debuff to your other camp.

Shaman Specifics

No specific totem configuration is required for this encounter so use your usual raid totems. If you’re free to use offensive totems, then this is an ideal encounter to be popping your fire elemental totem as aside from the relatively small amounts of movement, it’s a pure DPS check. We pop heroism very early in this fight but as always, check with your raid leader for his or her preference.

Summary

Once your raid have successfully learnt to handle the movement required by the Gas Spore mechanic, this fight will be a walk over for you.

Alternative Positioning and Strategy

There is a second type of raid positioning that can be used and indeed, my own guild utilised this method itself. Personally, I would recommend the above method for the simple reason that when you progress onto the heroic mode of this encounter, your raid will already be accustomed to the positioning required. Never the less, I will detail this tactic also.

This tactic sees most of your raid standing in melee range of Festergut. Three players will be in the ranged camp. If you have a hunter in your raid setup the naturally, this should be one of those players. These three players will draw all of the Vile Gas debuffs.

Your can roughly see the alternative positioning in the screenshot above. You’ll notice our druid healer stood at a distance to the right of the shot whilst nearly all the DPS (myself included playing as elemental) are in melee range of Festergut.

The same principles regarding the Gas Spore still apply, both the people at range and the people in melee need to be inoculated. There is a higher chance that both Gas Spores will spawn on players in the melee group so it’s vital your members are ready to move out and give the debuff to the two players at a distance. The people in melee range really do need to stack tightly. It’s tempting, particularly for casters, to hang back slightly. The range on the explosion of the spore if rather small so you will risk missing the inoculation if you do this. We have had incidents in the past where our tanks also miss the debuff because the DPS do not stack close enough to Festergut (underneath ideally.)

The advantage of this positioning is that it can limit the moving your ranged DPS need to do to ensure their inoculation so it’s worth considering if you’re really struggling with the enrage timer. With the Icecrown Citadel buff as it is currently however (25% on live at time of writing), this really should not be necessary. In addition, using the original positioning I detail at the start of the article ensures a smooth transition to the heroic version of this encounter (which does introduce an additional ability requiring your raid to spread.)

Categories: Normal Mode

Shaman Cataclysm Talents: My Thoughts

June 28, 2010 1 comment

Due to my blogging break, I skimmed over the announced talents for Cataclysm but didn’t really make any attempt to discuss them. Obviously, a great deal can change between now and release but I decided it was time to discuss my early thoughts on our talent tree.

Elemental Precision

At present, elemental precision is our simple hit gain talent and has the additional benefit of reducing the threat generated by our offensive spells. It’s pretty much a “must have” elemental talent.

When Cataclysm launches, a number of stat changes go live. While spirit is being removed for all DPS casters, elemental shamans will be sharing their gear with their restoration counterparts. (We’re not the only ones, the boomkins are sharing theirs with their healing buddies too.) Spirit will be the core mana regeneration stat for all healers, including restoration shaman, due to the removal of MP5. What does this mean for the elemental shaman? We’ll have spirit on our gear and we can’t use it. To combat this, Blizzard decided to implement a spirit to hit conversion talent. It sounds overly complicated until you start to consider the benefits, the main one being that we you won’t need additional gear sets if you have a restoration offspec.

In Cataclysm, elemental precision is morphed to include this spirit to hit conversion. The talent reads:-

  • Increases your chance to hit with fire, frost and nature spells by 1% and increases your spell hit rating by an additional amount equal to 33% of your spirit.

We still keep the base hit increase that the talent boasts on live but we also gain the spirit to hit conversion that was promised to prevent our gear carrying “useless” stats. We do lose the threat reduction potion of this talent but this isn’t restricted to us as all such talents appear to be removed for Cataclysm while Blizzard plan on reworking threat management entirely.

Earthquake

Totem of wrath is replaced as our 41 point elemental talent by the eagerly awaited earthquake. The talent reads as follows:-

  • You cause the earth at the target location to tremble and break, dealing 36 physical damage every 1 second to enemies in 10 yard radius, with 30% of knocking down affected targets. lasts 10 seconds.

Regulars to this blog will know my thoughts on elemental AoE; I find it clumsy and overly complicated compared to other classes. I feel bitter when I’m running into mobs to drop down a magma totem, maybe throwing a thunderstorm on my way out while I then stand at range and weave a fire nova, chain lightning and lightning bolt based rotation. Why do I feel bitter? Because the mages, warlocks and boomkins are sat in one spot channelling their AoE spells while giggling at the shaman running around frantically. Don’t get me wrong, I have no objection to more complicated rotations but make them somewhat equal amongst classes.

As such, when earthquake was announced I was bouncing up and down in my chair and that hasn’t really changed. It hasn’t been confirmed but it is looking likely that this spell will be channelled so hopefully it will bring us somewhat close to the other casters. Admittedly I was slightly shocked that this deals physical damage and I suspect the knock down component means it isn’t going to deal the raw damage that our fellow casters channelled AoEs do, but time will tell.

Totemic Wrath

This was the second talent that I was really excited about. It currently reads as:-

  • Causes your fire totems to increase the spell power of the party and raid members within 100 yards by 10%

Basically, this removes our tie to totem of wrath. This is a huge improvement for the elemental spec. Despite all the class tweaks and improvements in the last few months, I still feel that unless we’re free to use fire DPS totems, we are slightly under powered in a highly competitive atmosphere consisting of exceptional players. Naturally we bring additional utility to a raid and as always, a good elemental player is going to out perform poorer representatives of other classes but like for like I still believe we’re lacking slightly when forced to use totem of wrath.

As such this talent is the change I’m really looking forward to in Cataclysm. Not purely due to the additional DPS potential it will allow us but also because it ensures the player can fully explore their totems. So many elemental players don’t get to experience their fire totems because the raid is so dependent upon the spell power buff provided from totem of wrath and that in itself is a terrible shame for a class that is based around the utility of their totems. I will openly admit to finding the fire DPS totem a little clumsy also, much like our AoE capabilities. The relatively limited range of our searing totem can leave us moving around a great deal and thus losing DPS but those offensive totems are still a part of our spec that many players don’t get to experience.

In addition to freeing us to use our offensive totems, our spell power buff will also be dragged into line with the warlock’s demonic pact. The difference between totem of wrath and demonic pact in wrath has been quite unforgivable by Blizzard. Simply put, towards the end of the wrath expansion when casters are reaching very high levels of spell power, the warlock’s 10% spell power increase out weighs our 280 spell power buff by quite a large margin. Equally, the warlock doesn’t have the range issues nor do they forgo using offensive spells in exchange. Blizzard admitted this discrepancy made no sense and that the totem of wrath effect should equal demonic pact but they also stated that they had no immediate plans to alter this.

Demonic pact worked by providing the raid with 10% of the warlock’s spell power. This resulted in demonology warlock’s feeling pressed towards gemming purely for spell power with the aim of increasing the potency of their precious raid buff as much as possible. The initial concern about totemic wrath was elemental shaman’s feeling the same way. However, more recently it was confirmed that the buff provided 10% of the target’s spell power rather than the caster (and that demonic pact will also be altered in this way.)

One additional concern I have regarding this talent relates to it’s use with searing totem. As our primary offensive totem (due to the cool down limitations of our fire elemental), our spell power buff will primarily radiate from this totem. Searing totem has a relatively short duration and one has to wonder whether we will be forced to clip that duration to ensure 100% uptime of our buff. What would be ideal is if we were provided with some “grace period” where the buff stayed active for a few seconds after the totem expired, thus giving us time to replace the totem without clipping the last seconds. Given the annoyance that clipping DoTs has always caused for casters, it would certainly be a shame for us to now be pressed towards clipping offensive totems, even assuming that they do indeed either fix the range issue on searing totem or give us some kind of option to “throw” it into the thick of a fight.

Lava Surge

A new addition to the elemental tree for Cataclysm requiring 45 points spent, this talent currently reads as follows:-

  • Gives your flame shock periodic damage ticks a 10% chance to reset the cooldown of your lava burst spell.

I like the idea of this in that it could make the elemental rotation more dynamic. We’ll finally have a trigger that requires a fast response from us as a player and it will reward the more alert players out there. Charles from WoWhats was one of the lovely community members kind enough to run some maths on the potential DPS upgrade that we would get from such a talent and it’s not overwhelming in terms of the DPS increase. You can read more on the maths here. Still, as mentioned, I do like the idea behind this talent and I’m all for the introduction of more mechanics that reward the better, more attentive players out there via intuitive design. The elemental rotation has often been criticised for being very static and bland (though more often than not, this seems to come from people outside of the elemental community) and I’d personally like to see more procs added to our play style.

The other aspect of this talent to consider is it’s impact in PvP. While the DPS increase it could provide isn’t immense, it does offer rather a lot of burst damage potential.

Summary

For our restoration friends (or off specs), spirit link hasn’t yet made it’s appearance in the talent tree after being mentioned in the shaman cataclysm class preview back in April. I’m sincerely hoping that this is purely due to the talent trees still being in deep development as opposed to them deciding to abandon the idea again, as it was undoubtedly one of the popular proposed changes to the restoration tree.

Categories: Cataclysm

Resuming Normal Service!

June 25, 2010 38 comments

After far too long spent neglecting this blog (primarily due to the new puppy and my own guild being on a raiding break), I’m finally back into the swing of things. I now have the facilities to update the blog without being tied to my desktop PC which is a huge bonus in the current temperatures we’re seeing.

Initially, I’m going to begin by updating the Cataclysm preview section with the new information that has come to light. I’ll most likely bump that back to the front page once it’s all up to date. From there I’ll see where my mood takes me but if any readers have ideas for specific articles they’d like to see (ranging from shaman issues to guild management and raid specific topics) then feel free to drop me a comment and I’ll see what I can do.

On another note, I’ve been asked to take part in the Raid Warning: Shaman Roundtable. I’ve not yet decided if I’m going to be taking part, but the scheme deserves all the publicity it can get so please do your best to support it.

As always, I welcome questions, comments or general chit chat on the blog so feel free to leave your mark!

Categories: Misc Stuff

Shaman Talent Preview

June 10, 2010 7 comments

MMO Champion updated their site this morning with a number of class talent tree previews courtesy of Blizzard. Fortunately for all of us, the Shaman tree was amongst those. While we had our Cataclysm class preview quite some time ago, this information gives us a more concrete feel for where each of the new talents appear.

What follows is a huge block of text but thanks to the work of the people over at MMO Champion, the new talents are also visible in a more graphically appealing presentation via their newly launched talent viewer. You can check it out here and specifically, the shaman talents here. Be aware that this site is in it’s early stages so down time is to be expected.

I’m going to start by detailing the elemental talent preview, followed by the restoration preview. As always, keep in mind Cataclysm is still in the alpha stages of it’s testing (though beta is closing in fast), so there is a great deal of time in which the talents may change.

Elemental Talent Preview

Tier One (Left to Right)

Convection

  • 5 ranks available
  • Reduces the mana cost of your shock, lightning bolt, chain lightning, lava burst, and wind shear spells by 2/4/6/8/10%.

Concussion

  • 5 ranks available
  • Increases the damage done by your lightning bolt, chain lightning, thunderstorm, lava burst and shock spells by 1/2/3/4/5%.

Tier Two (Left to Right)

Call of Flame

  • 3 ranks available
  • Increases the damage done by your fire totems and fire nova by 5/10/15% and damage done by your lava burst spell by 2/4/6%.

Elemental Warding

  • 3 ranks available
  • Reduces all damage taken by 2/4/6%.

Elemental Devastation

  • 3 ranks available
  • Your non-periodic offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 3/6/9% for ten seconds

Tier Three (Left to Right)

Reverberation

  • 5 ranks available
  • Reduces the cooldown of your shock spells and wind shear by 0.2/0.4/0.6/0.8/1 seconds.

Elemental Focus

  • 1 rank available
  • After landing a non-periodic critical strike with a fire, frost, or nature damage spell, you enter a clearcasting state. The clearcasting state reduces the mana cost of your next 2 damage or healing spells by 40%.

Elemental Fury

  • 5 ranks available
  • Increases the critical strike damage bonus of your searing totem and magma totem and your fire, frost and nature spells by 20/40/60/80/100%.

Tier Four (Left to Right)

Improved Fire Nova

  • 2 ranks available
  • Increases the damage done by your fire nova by 10/20% and reduces the cooldown by 2/4 seconds.

Eye of the Storm

  • 3 ranks available
  • Reduces the pushback suffered from damaging attacks while casting lightning bolt, chain lightning, lava burst and hex spells by 23/46/70%.

Tier Five (Left to Right)

Elemental Reach

  • 2 ranks available
  • Increases the range of your lightning bolt, chain lightning, fire nova, and lava burst spells by 3/6 yards, increases the radius of your thunderstorm spell by 10/20%, and increases the range of your flame shock by 7/15 yards.

Elemental Mastery

  • 1 rank available
  • Requires 1 point in elemental focus
  • Instant cast
  • 3 min cooldown
  • When activated, your next lightning bolt, chain lightning or lava burst spell becomes an instant cast spell. In addition, you gain 15% spell haste for 15 seconds. Elemental mastery shares a cooldown with nature’s swiftness.

Unrelenting Storm

  • 3 ranks available
  • Regenerate mana equal to 4/8/12% of your intellect every 5 seconds, even while casting.

Tier Six (Left to Right)

Elemental Precision

  • 3 ranks available
  • Increases your chance to hit with fire, frost and nature spells by 1/2/3% and increases your spell hit rating by an additional amount equal to 33/66/100% of your spirit.

  • Lightning Mastery

    • 5 ranks available
    • Requires 5 points in elemental fury
    • Reduces the cast time of your lightning bolt, chain lightning, and lava burst spells by 0.1/0.2/0.3/0.4/0.5 seconds.

    Tier Seven (Left to Right)

    Storm, Earth and Fire

    • 3 ranks available
    • Reduces the cooldown of our chain lighting spell by .75/1.5/2.5 seconds. In addition, your earthbind totem has a 33/66/100% chance to root targets for 5 seconds when cast, and the periodic damage done by your flame shock is increased by 20/40/60%.

    Elemental Oath

    • 2 ranks available
    • Requires 1 point in elemental mastery
    • While clearcasting from elemental focus is active, you deal 5/10% more spell damage. In addition, party and raid members within 100 yards receive a 3/5% bonus to their critical strike chance.

    Wrathful Totems [PH]

    • 1 rank available
    • Causes your fire totems to increase the spell power of your party and raid memebers within 100 yards by 10%.

    Tier Eight (Left to Right)

    Booming Echoes

    • 2 ranks available
    • Reduces the cooldown of your flame shock and frost shock spells by an additional 1/2 seconds, and increases the direct damage done by your flame shock and frost spells by an additional 10/20%.

    Acute Overload

    • 3 ranks available
    • Increases the damage dealt by your elemental overload spells by 7/14/20%.

    Tier Nine (Left to Right)

    Astral Shift

    • 3 ranks available
    • When stunned, feared or silenced you shift into the astral plane, reducing all damage taken by 10/20/30% for the duration of the stun, fear or silence effect.

    Earthquake

    • 1 rank available
    • 20149 Mana
    • 35 yd range
    • 1.5 sec cast
    • 15 sec cooldown
    • You cause the earth at the target location to tremble and break, dealing 267 physical damage every 1 second to enemies within a 10-yard radius, with a 40% chance of knocking down affected targets. Lasts 10 seconds.

    Lava Flows

    • 3 ranks available
    • Increases the critical strike damage bonus of your lava burst spells by an additional 6/12/24%, and when your flame shock is dispelled your spell casting speed is increased by 10/20/30% for 6 seconds.

    Tier Ten (Left to Right)

    Shamanism

    • 5 ranks available
    • Your lightning bolt and chain lightning spells gain an additional 4/8/12/16/20% and your lava burst gains an additional 5/10/15/20/25% of your bonus damage effects.

    Lava Surge

    • 3 ranks available
    • Gives your flame shock periodic damage ticks a 10/20/30% chance to reset the cooldown of your lava burst spell.

    Tier Eleven (Left to Right)

    Thunderstorm

    • 1 rank available
    • Instant
    • 45 sec cooldown
    • You call down a bolt of lightning, energizing you and damaging nearby enemies within 11 yards. Restores 8% mana to you and deals 1794 to 2038 nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.

    Restoration Talent Preview

    Tier One (Left to Right)

    Improved Healing Wave

    • 5 ranks available
    • Reduces the casting time of your healing wave and greater healing wave spells by 0.1/0.2/0.3/0.4/0.5 seconds.

    Totemic Focus

    • 5 ranks available
    • Reduces the mana cost of your totems by 5/10/15/20/25%.

    Tier Two (Left to Right

    Improved Reincarnation

    • 2 ranks available
    • Reduces the cooldown of your reincarnation spell by 7/15 minutes and increases the amount of health and mana recovered when reincarnating by an additional 10/20%.

    Healing Grace

    • 3 ranks available
    • Reduces the threat generated by your healing spells by 5/10/15% and reduces the chance your helpful spells and damage-over-time effects will be dispelled by 10/20/30%.

    Tidal Focus

    • 5 ranks available
    • Reduces the mana cost of your healing spells by 1/2/3/4/5%.

    Tier Three (Left to Right)

    Improved Water Shield

    • 3 ranks available
    • You have a 33/66/100% chance to instantly gain mana as if you consumed a water shield orb when you gain a critical effect from yourhealing wave or riptide spells, a 20/40/60% chance when you gain a critical effect from your lesser healing wave spell, and a 10/20/30% chance when you gain a critical effect from your chain heal spell.

    Healing Focus

    • 3 ranks available
    • Reduces the pushback suffered from damaging attacks while casting any shaman healing spells by 23/46/70%.

    Tidal Force

    • 1 rank available
    • Instant
    • 3 min cooldown
    • Increases the critical effect chance of your healing spells by 60%. Each critical heal reduces the chance by 20%. Lasts 20 seconds.

    Ancestral Healing

    • 3 ranks available
    • Reduces your target’s physical damage taken by 3/7/10% for 15 seconds after getting a critical effect from one of your healing spells.

    Tier Four (Left to Right)

    Restorative Totems

    • 3 ranks available
    • Increases the effect of your mana spring totem by 7/12/20%, and increases the amount healed by your healing stream totem by 15/30/45%.

    Focused Insight

    • 5 ranks available
    • After casting any shock spell, your next heal’s mana cost is reduced by 15/30/45/60/75% of the cost of the shock spell, and its healing effectiveness is increased by 5/10/15/20/25%.

    Tier Five (Left to Right)

    Healing Way

    • 3 ranks available
    • Increases the amount healed by your healing wave and greater healing wave spells by 8/16/25%.

    Nature’s Swiftness

    • 1 rank available
    • Instant
    • 2 min cooldown
    • When activated, your next nature spell with a base casting time less than 10 seconds becomes an instant cast spell. Nature’s swiftness shares a cooldown with elemental mastery.

    Focused Mind

    • 3 ranks available
    • Reduces the duration of any silence or interrupt effects used against the shaman by 10/20/30%. This effect does not stack with other similar effects.

    Tier Six (Left to Right)

    Ancestral Resolve

    • 2 ranks available
    • Reduces damage taken while casting spells by 5/10%.

    Purification

    • 5 ranks available
    • Increases the effectiveness of your healing spells by 2/4/6/8/10%.

    Tier Seven (Left to Right)

    Nature’s Guardian

    • 5 ranks available
    • Whenever a damaging attack brings you below 30% health, your maximum health is increased by 3/6/9/12/15% for 10 seconds, and your threat level towards the attacker is reduced

    • 30-second cooldown

    Mana Tide Totem

    • 1 rank available
    • Requires 3 points in restorative totems
    • Instant
    • 5 min cooldown
    • Summons a mana tide totem with 10% of the caster’s health at the feet of the caster for 12 seconds that restores 6% of total mana every 3 seconds to group members within 30 yards.

    Improved Cleanse Spirit

    • 1 rank available
    • Requires 5 points in purification
    • Empowers your cleanse spirit spell to also remove a magic effect from a friendly target.

    Tier Eight (Left to Right)

    Blessing of the Eternals

    • 2 ranks available
    • Increases the critical effect chance of your spells by 2/4%, and increases the chance to apply the earthliving heal-over-time effect on the target by 40/80% when they are at or under 35% total health.

    Improved Chain Heal

    • 2 ranks available
    • Increases the amount healed by your chain heal spell by 10/20%.

    Nature’s Blessing

    • 3 ranks available
    • Increases your healing by an amount equal to 5/10/15% of your intellect.

    Tier Nine (Left to Right)

    Ancestral Awakening

    • 3 ranks available
    • When you critically heal with a single-target direct heal, you summon an ancestral spirit to aid you, instantly healing the party or raid target with the lowest health within 40 yards for 10/20/30% of the amount healed.

    Earth Shield

    • 1 rank available
    • 8635 Mana
    • 40 yd range
    • Instant cast
    • Protects the target with an earthen shield, reducing casting or channeling time lost when damaged by 30% and causing attacks to heal the shielded target for 1609. This effect can only occur once every few seconds. 6 charges. Lasts 10 minutes. Earth shield can only be placed on one target at a time and only one elemental shield can be active on a target at a time.

    Improved Earth Shield

    • 2 ranks available
    • Requires 1 point in earth shield
    • Increases the amount of charges for your earth shield by 1/2, and increases the healing done by your earth shield by 5/10%.

    Tier Ten (Left to Right)

    Tidal Waves

    • 5 ranks available
    • When you cast chain heal or riptide, you have a 20/40/60/80/100% chance to lower the cast time of your healing wave spell by 30% and increase the critical effect chance of your lesser healing wave spell by 25%, until two such spells have been cast. In addition, your greater healing wave gains an additional 4/8/12/16/20% of your bonus healing effects and your healing wave and lesser healing wave gain an additional 2/4/6/8/10% of your bonus healing effects.

    Tier Eleven (Left to Right)

    Riptide

    • 1 rank available
    • 6590 Mana
    • 40 yd range
    • Instant cast
    • 6 sec cooldown
    • Heals a friendly target for 2397 and another 3780 over 15 seconds. Your next chain heal cast on that primary target within 15 (yards, seconds?) will consume the heal-over-time effect and increase the amount of the chain heal by 25%.

Categories: Cataclysm