Restoration Shaman Talents
This section of the Restoration Shaman guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. This guide is written by
, Resto Shaman of
. He is the head Restoration moderator for the Shaman Discord, Earthshrine and a content author at
ChainHeal - a website for Resto Shamans
Rotation & Abilities
Macros & Addons
Talent builds for Resto Shamans vary based on the type of content they are doing.
Leveling/Questing as Restoration Spec
This talent build is recommended for players who wish to level from 100-110 entirely, or partially, by questing in Restoration spec.
is the only talent that improves our DPS, granting us an additional charge of
and boosting the power of our
can convert our damage into healing when we need a little more than
, and Earthen Shield Totem is a frequent defensive cooldown that is handy for fighting multiple enemies.
None of the Level 100 Talents are particularly useful in questing, but
is most likely to be useful when a dungeon queue pops.
This talent build is focused around having a multitude of cooldowns while also improving our tank healing with
. It is aimed more at Heroics and entry-level Mythics than at high-level Mythic+ dungeons. As players progress further into challenging Mythic+ levels, tank healing becomes even more important, and altering talents to pick up a
build is recommended. Adjusting talents to suit different affixes each week is also
There are many viable builds for raiding. The build here is aimed at beginner-level players, and should feel familiar to players entering
from a break, with few added mechanics. As players learn more about each encounter's damage pattern, experimenting with the Level 75, 90, and 100 rows can produce improved results. Players are encouraged to learn to adapt
into their healing as soon as possible in raiding content, as it can provide a large amount of additional healing at a very minor additional mana cost. Expanded information on
can be found in its talent section below.
Tier 1 Talents
is the talent of choice for dungeons and raid content that focuses on Single Target healing. This talent buffs every third cast of
to generate 50% additional healing. This makes for extremely powerful single-target burst, especially when combined with
and the various artifact traits and set bonuses that improve upon its efficacy.
deals a small amount of instant healing to the target and buffs the next direct heal by 45%. This is the only talent in this row that can buff AoE healing, because it interacts with
and thus is taken in a raid when trying to focus on large AoE healing via
. Sometimes the GCD spent on
+ the 45% additional healing on the next spell may not outweigh the value of spending that GCD on a
. A skilled player can find ways to leverage this talent with thorough encounter knowledge and planning.
is the talent of choice for a passive increase in your throughput while raiding. It improves the up-front portion of
, making this talent easily taken advantage of since
is a strong component of our healing in all settings and should be cast on cooldown in almost all scenarios. It interacts with some Legendaries and artifact traits, and is a great choice for a fight with spiky damage or heavy movement.
Tier 2 Talents
is a strong default talent choice for all forms of content. This short-cooldown movement ability launches the
in the direction they are facing, allowing quick escapes from dangerous mechanics. Players can use
to climb obstacles, vault over small gaps, and even to prevent fatal fall damage by using it just before landing. For a short period of time after casting (while in the air briefly when starting and ending your Gust on level ground, ~1.2-1.5 seconds), players cannot cast, even under the effects of
. If used from a greater height, it is possible to begin casting again after this brief period has passed.
reduces the cooldown of
and increases the
's movement speed by 20% while under its effects. This is considered the best default choice. Any fight with heavy movement requirements sees increased value from this talent beyond its standard usefulness.
allows the Shaman to drop a totem that buffs all nearby players with increased movement speed. The totem lasts for 15 seconds and is projected by default, so it can be placed in the path of movement if desired. This is a powerful party and raid utility option that is useful in any fight with planned movement. Any player re-entering the radius of the Totem can take advantage of its movement speed boost again. Ideal for situations when you may not have a Druid with Stampeding Roar to rapidly change your party or raids position.
Tier 3 Talents
is the default talent choice on this tier. Compared to its predecessor, Capacitor Totem,
has a much shorter “arming” phase of only 2 seconds, and is placed via targeting reticle, meaning players can place the totem where it will be most effective. The 5-second stun from range is highly desirable in dungeons (both entry level and higher Mythic+ difficulties), questing, and any raid fight with stunnable packs of adds.
operates like the
Warlords of Draenor
talent of the same name: any enemy passing through its area of effect is first rooted, then slowed when the root breaks. It is useful in situations where adds must be slowed but cannot be stunned, or where stuns may experience diminishing returns due to the use of other CC abilities. Incredibly powerful for kiting packs of mobs through narrow areas.
, creating a small “
zone” that will transform any enemy entering it into a frog. Unlike Hex, the
's effects last a very short time; the totem has a 10-second duration, and when it fades, or if the enemy frogs happen to wander out of its effect, the CC is broken.
's Hex is also susceptible to breaking on damage, while single-target
is not. This totem can allow parties to skip past packs of adds, since
Hex does not force the enemies into combat.
Tier 4 Talents
is a strong talent for single-target healing, and may be useful in dungeons (particularly high-level Mythic+) and PvP content. It allows Riptide to generate two stacks of
rather than one. Note that
will still only generate a single stack. This talent is best taken when
is the primary generator of
, and when
are the primary healing spells used.
functions identically to previous versions of the spell, healing 3 random players for 20% of the healing or damage the
deals. With its short cooldown, and its ability to transform tank healing into cleave healing, it is an excellent talent for dungeon healing, and it can be used as a minor throughput cooldown in raids.
has incredible synergy with
by feeding its healing into the totem as well as having the "burst" be duplicated.
's healing by 20% on players affected by
or standing in
. Because Chain Heal is mana intensive, and there is no longer a way to force Chain Heal onto Riptided targets, this talent is not widely used. It may be particularly useful on fights where the raid is most often stacked up and taking sustained AoE damage, but at absolute best is a 20% increase to Chain Heal and is very commonly not at its best. Ideal encounters for this are any in a small area where raiders are confined to the space that a
takes up. Ensure that your raid or party stands in your bright blue circles when talenting
Tier 5 Talents
Get used to yelling "Click Totemic Revival!" at your fellow raiders.
is an exciting and powerful new tool for Restoration Shamans, and adds to their unique raid utility. The first player to die within the
's large area of effect will receive a Totemic Revival option. Clicking this option will return the player to life with 20% health.
This does not count against your party or raid's Battle Resurrection allocation; it is a “free” res.
Additionally, the totem provides a 10% maximum health buff for all players standing in its area of effect, ensuring the totem is not useless if your raid miraculously survives whatever perilous endeavour it finds itself in. Its long cooldown tends to lend it to scripted encounters where you can predict large damage intake and it is important to note that Players who die to a damage event that is more than 200% of their maximum health will not be able to Totemic Revival.
This is an excellent talent to use during progression, as preventing a death/saving a charge of Battle Res can allow your raid to learn more from an attempt. It is also useful in a dungeon group without a source of conventional Battle Resurrections. However, it may not be useful once the raid has learned how to avoid deaths or when a fight is on farm.
is another new cooldown that redirects damage taken by players in its area of effect. The redirection works on all sources of damage including DoTs, and the totem can absorb a total amount of damage equal to the casting
's health upon placing the totem. This represents a lot of healing for a single GCD, so it is a very strong cooldown to use on fights with periods of mild damage where the raid can stack. It can also be used as a quasi-tank cooldown when a tank is being attacked by multiple targets as the redirection has no internal cooldown and no cap on the number of redirections that can occur on a single target. Note that this totem is not a very effective mitigation method against large hits from a boss, as its individual redirection events are capped at 100% of your Spellpower.
is the preferred dungeon talent. It provides the targets of your direct heals with 10% additional maximum health for 10 seconds. This should be active nearly 100% of the time on tanks and very frequently on your party members during dungeon fights. Especially for high Mythic+ difficulties, the extra health can be the difference between surviving a boss mechanic or wiping. In raids, this talent can be used to prop up priority targets' health if you are assigned to a specific task or if debuffs are placed on specific members of the raid.
Tier 6 Talents
provides additional mana efficiency by triggering
's effects whenever the
heals players with less than 60% health. This is a simple, passive talent that can increase longevity in stressful situations like dungeon or raid progression. However, as you grow to learn more about the encounter and its healing demands, the benefit of the extra mana may be outweighed by the throughput increases of the other two talents on this tier.
is an excellent all-purpose talent now that the totem has been adjusted to be easier to use. Once the totem is cast, it collects 25% of all healing you deal (not including the healing from other totems), and will distribute that healing evenly amongst all injured targets within 40 yards of the
when it expires. Pressing the Cloudburst Totem button again will recall the totem early, delivering whatever healing it has collected on-demand. This has incredible synergy with
because it will also collect all healing done by these cooldowns, as well as additionally having its burst replicated by
. To maximize this spell, ensure your micro-cooldowns such as
are active before pressing
. Maximize your AoE healing during, keeping in mind that purposely burning mana on Overhealing prior to the damage mechanic is usually not preferable because you can manually detonate
with a second press of the button. Ensuring youre activating
as frequently as possible without delaying too long for incoming damage is key. Keep in mind that the Burst from the totem will not be divided among people whom are not injured, making this usually at least a strong burst of healing for an injured tank if no one else in the raid is hurt.
is a strong single-target healing talent, as the increased availability of
generates additional charges of
that can be spent on powerful
s or efficient, quick
s. This talent is recommended for extremely heavy tank damage, such as in a high-level Mythic+ dungeon, and in conjunction with
. This talent is also the only one which provides an increase to your damage output, allowing you to maximize your damage during lulls in healing if desired.
Tier 7 Talents
is the recommended dungeon talent, as it allows players to convert tank healing into group healing on a relatively short cooldown. It should be used whenever strong AoE damage is occuring. Paired with
, it can generate extremely high burst AoE healing. In raids, this talent is useful for fights with predictable periods of heavy damage where additional raid CDs are desired.
is a strong healing micro-cooldown, providing the
with an additional AoE spell to cast. The spell creates a massive wave that travels out from the
's position in a wide cone, healing all players in its path. This is particularly valuable in spread-raid situations where
may not be able to reach enough players to be effective. Its 20-second CD allows it to power
s reliably. Its important to curb your
use a bit, as it effectively fills the slot a couple casts in both mana cost and effective healing. This talent doesn't come without downsides, however, which includes that it has no inner-spec synergy with passives and its longer cast time. Very niche, but can be effective.
is a passive talent, buffing
to heal an additional target and reducing the amount of fall-off in healing between each jump of the chain. This is a useful talent in raids, especially for encounters with sustained AoE damage, but it has little place in dungeons where
is not a favored spell. It is best on stacked fights, or for heavy melee-DPS healing requirements, where all five bounces will reliably take place. This is the general use default for raiding and has excellent synergy with many other talents and legendary items.
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