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Resto Shaman: A Level 90 guide [Archive](已归档)
来自 d2thomas
[Last Updated]:
2011/08/15
补丁:5.0.5
目录
评分:
Staff note: This guide is outdated but kept up for Archival purposes due to the positive feedback it received when it was relevant.
Welcome back to my shaman healing guide, new and improved for level 90. This guide was previously my level 85 guide and I wanted to give it a tune up for the release of MOP. I've played a resto shaman for a good chunk of time in Wrath, Cata and now breaking into MOP and I enjoy it immensely. Healing in general is something you must be passionate about in order to excel in. It also takes a fair amount of experience to be a great healer as well and I hope while you read this guide that you understand this. You can have all the knowledge and all the resources in the world but if you lack that passion and experience your healing potential cannot be reached. The first step any great healer has taken is learning the basics of their class and in the case of shaman healers, some synergistic tricks. Ask any resto shaman, we are the best.
Abilities
Healing Spells
Healing Wave
- This is our bread and butter spam spell. It does a moderate amount of healing for a very low cost. This makes this spell good for non-critical heals. I would suggest only using this spell when under the effects of the tidal waves buff. This will lower the casting time of HW by 30%. It's almost never worth casting this without the buff, unless you are under the effects of some other haste buff. As you enter into heroics, don’t be discouraged by the usefulness of this spell. A tanks ability to stack stamina far surpasses your ability to stack intellect so you may initially find this spell healing like a limp noodle. As we slip into better gear I’m sure we’ll see the scaling improve.
Greater Healing Wave
- This spell does a large amount of healing for a price. It shares a cast time with Healing Wave and is also affected by Tidal Waves so determining which to use is a large part of shaman healing. I would rank this spell as being usable in moderately critical situations. A few of these are great for replenishing a large portion of a tanks health pool and one can breathe much life back into a nearly dead dps. It must be used with caution as it can quickly drain your mana pool.
Healing Surge
– This spell is a very high output / high cost spell used for emergency situations only. Don't get me wrong, this spell does an impressive amount of healing with a super low cast time but the price is a huge mana cost. This means I would classify this spell as usable in critical situations only. With the new fixed mana pools having to decide when to HS and when not too will always be with is, there ain’t no out-gearing that. HS is also affected by Tidal Waves, increasing its critical strike change by 30%. This can help offset the monumental cost if only slightly.
Chain Heal
- Chain heal is chain heal. Not much has changed for this spell over the expansion. It's still fairly effective for healing groups however it's certainly not the only spell we spam like in BC. It still heals for a decent amount however it carries a moderate cost and a high cast time. Its cast time is really the only downside to this spell. It's currently the longest cast we have in terms of healing spells. Casting this spell will grant the Tidal Waves buff and if you cast this on a player that also has Riptide, it will increase the CH at the cost of the RT hot.
Riptide
– There are not too many changes to Riptide itself for MOP. This is an instant cast heal that has two components. The first is an upfront instant heal and the second is a long lasting HOT. This makes RT great for almost any occasion (e.g. taking low, steady damage or taking quick, unexpected damage) with the exception of extremely heavy damage. The true power of RT surfaces when it is glyphed properly, but more on that later. For as cheap as this spell is I recommend using it often.
Unleash Elements
- The basic idea of this spell is having an instant cast spell that changes depending on the weapon imbue we are using. It's a fun way to make weapon imbues a bit more interesting. For the sake of restoration, we'll be using the Earthliving Weapon as our imbue. This drops a small instant heal on the target and (more importantly) increases your next heal by 20%. I find myself using this to boost just about any spell I have; Riptide, Healing Wave, and Greater Healing Wave. In the case of RT the increase will also apply to the HOT portion so take heed of that.
Healing Rain
– Healing Rain has not received any substantial chances since it’s Cata release a few years ago. This spell has a moderate cost and moderate cast time and doesn't heal an individual player for a very large amount. HR is really good to help soften the blow of unavoidable (and sometimes avoidable) AE damage to large groups of people (at least 3-4) while you spot heal the most hurt members. It is also great when combined with other AOE healing circles from priest, druids or shamans. It's effectiveness per person is reduced past 6 people but it seems to crit fairly often. It will also grant Earthliving to the recipients, making it very worth casting in a large group to soften the incoming damage.
Earth Shield
- ES is still unchanged as always. It is a long lasting shield that will expend a charge and heal the player when they take damage. This spell is the most cost effective HOT in the game. It can be considered a hot because it takes one cast and does heal over time - just reactively. Previously it could be glyphed to increase single target heals by 20%, which it now a standard feature of ES. Purification will increase the heal from ES by 25%, however that is a passive feature. Usually ES is cast on a tank (given the amount they are hit and how often) but this can also be used on a caster. When used on a caster, this will act like Concentration Aura and reduce push back.
Totems
The totem system has to be the most changed thing about shamans coming into MOP. In my opinion the totem system was old and outdated and severely needed a facelift, to which Blizzard responded.
Previously totems were in place to provide a plethora of buffs to fill any holes in a raid team. These totems, once selected, were dropped and basically the shaman forgot about them. With the consolidation of the buff systems, many raids could bring whoever and have the required buffs without the help of shaman. This led to shaman in groups not having to drop a few of their totems – in some cases none at all. A mechanic without a need is a wasted mechanic.
Taking a page from what they learned about Mana Tide Totem and the introduction of Spirit Link in Cataclysm, Blizzard decided to follow in those steps while redesigning totems. Totems are now short duration, highly reactive spells that the shaman has to use extremely wisely. Loosely the elements are as follows; Fire – damage, Water – restoration, Air – enhancing, Earth – movement control. From this guideline you can tell which totems you will be mainly using and which ones you will not be.
Healing Steam Totem
– HST is a smart healing totem (meaning it heals the most injured player within range) every 2 seconds for 15 seconds. It has a cooldown of 30 seconds and should be used on every available cooldown. The amount healed is nothing to scoff at either, compared to the old school HST, this totem can attribute much of your overall healing. Use it, love it, name it. My HST’s name is Paulette.
Mana Tide Totem
– This has not changed too much since Cata. On a 3 minute cooldown this totem will last for 16 seconds during which your spirit (excluding short terms buffs) will be increased by 200%. This also includes raid or party members so it can be used to help the other healers or that pesky mage. The best advice I can give about this totem is to use it early and let it cooldown during the fight. Unless you have an exorbitant amount of spirit, MTT won’t fill up your whole mana bar. I usually use it around 70% mana – as long as your mana is not capped it’s not going to waste. If you can use it twice during a boss fight you are doing good, 3 times even better. If you are totally OOM before you use MTT you are doing it wrong.
Spirit Link Totem
– Spirit Link is a damage reduction cooldown unlike any other in the game. It creates a circle around the totem that will reduce incoming damage to anyone inside it by 10%. Pretty cool, huh? Yeah well we are not done yet. It also will equalize the health percentages of anyone inside the circle every second – effectively making the group inside that circle have a shared health pool or 6 seconds. This is a great way to mitigate HUGE group damage while stacked or to save a tank that is about to buy the farm.
Healing Tide Totem
(Talent Dependent) – This totem is an option at level 75 (more on that later) and is a new addition for MOP. This totem acts very similar to Tranquility or Divine Hymn in that it heals the group for a VERY large amount and targets the 5 most injured players. A noticeable difference with HTT is that it pulses every 2 seconds instead of a steady stream like with tranquility or divine hymn.
Stone Bulwark Totem
(Talent Dependent) – Available as an option in the first talent tier, this totem is a means to mitigate some damage to you. The actual mechanics of the bubble are fairly interesting however the basic gist is you get a self-bubble that will protect you from a small amount of damage every minute for 30 seconds.
Earthgrab Totem
(Talent Dependent) – This tier two option will replace your Earth Bind totem with a new / improved version! It will act just like Earth Bind but will also initially root the targets before slowing their movement. This totem pulses every 2 seconds and last for 20 seconds, making it great if for gauntlets and steady streams of mobs.
Earth Bind Totem
– Standard old EBT for this guy – lasts for 20 seconds and will slow enemy movement by 50%. Great when used for kiting or to keep a large pack of mobs from hitting your tank all at once.
Tremor Totem
- When dropped it removes fear, charm or sleep from party and raid members. The only thing to note for newer shaman is that this can be dropped while under the status effect making it an effective way to break the CC.
Searing Totem
– This is a single target, damage dealing fire totem. Not much else about it.
Magma Totem
– This is a multi-target, damage dealing fire totem.
Fire Elemental Totem
– This totem can be used during burn phases or when increased DPS is needed. It’s not as good as the Elemental Shaman version however it’s better than both your magma or searing totems in terms of overall damage. Pop him before you Bloodlust / Heroism for extra fun.
Stormlash Totem
– This is one of my favorite new toys for MOP and I have a sneaking suspicion it might end up largely under-rated. This air totem lasts for 10 seconds in which time it will charge your party / raid members with lightning to deal additional nature damage. If you time it with Bloodlust you can single handedly create a nasty burn phase for your whole raid. Some of my testing in heroics has yielded a 5k – 15k increase in dps – PER PERSON. That means you can produce an additional 15-45k dps in your 5 man, 25-75k in your 10 man raid, and a whopping 85-255k dps in your 25 man raid for simply dropping two totems. As the damage dealers get better gear, this totem will just get better and better.
Windwalk Totem
(Talent Dependent) – This is a tier two option you can take in place of Earthgrab Totem. This is basically an AOE PVP trinket, meaning it grants immunity from movement impair effects for 6 seconds. Situational at best, luckily we can swap talents so much easier now.
Other Spells
Water Shield
– Water Shield has undergone some changes for MOP to streamline its usefulness to us resto types. It still provides a passive MP5 buff. It will still grant mana back when taking damage (effectively “bursting the bubble”) however there are no longer any charges that need to be refreshed. The buff simply lasts an hour. As before, when you crit with a healing spell you will gain mana back from our passive ability Resurgence.
Earthliving Weapon
- This is our weapon imbue. It increases our healing done and grants the ability to proc a small hot on the target. This works hand in hand with Unleash Elements as well, allowing you to cast it for a heal.
Purge
- This allows us to dispel one magic effect from the enemy target.
Purify Spirit
- This is our friendly target dispel. It will remove all curse and magic debuffs from a friendly target. This is interesting because previously it would only remove one of each, however with the edition of longer cooldown dispel mechanics, they are providing us with at least SOME help. Although it’s not recommended, you can glyph this to grant a small heal when a debuff is removed.
Hex
- If you play Rift this is tranmograaaaafy? WTF? This is one of our CC's. It's basically a poly morph with a few modifications. Against non-player targets you can keep a target hexed, even with the cooldown of the spell. When the target is hexxed, it can take a signification amount of damage before it breaks, making it less fragile than poly which is the tradeoff for the cooldown.
Bind Elemental
- This is our other CC ability. This is basically a shackle for Elementals. I love this ability! Because this spell has no cooldown, you can reapply it if the bind breaks. Also if an elemental is not immune to CC you can effectively “interrupt” a non-interruptable spell by chain casting this.
Spiritwalker’s Grace
- This allows us to cast spells while moving. Considering the amount of moving required today and how important staying current on healing is - this talent is a ton of fun. SWG can also fall by the wayside if you don't think about it, thus dividing the line between good and great shamans. Put this on your bar and make an effort to use it at least once a fight.
Ancestral Spirit
- This is our resurrection spell. Use this on your buddy then go collect your loots.
Wind Shear
– This is our ranged interrupt. It will also slightly lower your threat on a target, which can be helpful if you hex a mob that is already attacking you – give it a WS. It won’t break the hex but it might lower the threat for when it does end.
Bloodlust
\
Heroism
- "Heroism bitches!" While we are not the only ones to provide this, we are the OG gangsta's. BL increases the raids haste by 30% for 40 seconds. This creates a significant amount of DPS increase and allows you to heal your little shaman heinie off. I recommend spamming Healing Wave during this time. It's cheap, fast and heals for a good amount.
Passive Abilities
Resurgence
– This is a passive ability that will grant mana back when you crit with a direct heal spell. The only exception to this is a glyphed Riptide, which has had most of the direct heal spell removed. The amount of mana gained depends on the spell.
Spiritual Insight
- This gives us a 400% increase in our mana pools and grants us the appropriate hit for spells and CC.
Purification
- This grants us 25% more healing and 50% more healing from water totems. This gives us an edge of caster dps shaman who can also heal to a degree. It also grants Ancestral Vigor.
Ancestral Vigor
- This will cause the target to increase their healthy by 10 of the amount healed, up to 10% of their maximum life.
Meditation
- Allows us to regen mana from spirit. All healers have this.
Stats
Stat weighting for resto is currently a carryover from Cataclysm. Because they simplified it back then, it serves to make an easy system to carry forward. The basic idea is to stack your primary stat (INT) and for secondary stats focus on haste. This however comes with a caveat: Haste is a genuine throughput stat, but is throttled by your resource regen. We can no longer rely on intellect to provide a larger mana pool so we have to focus on spirit. The more haste you have the more spirit you’ll need, so the two share a symbiosis of sorts. Critical is a stat that you will passively get enough of without having to make it a priority. Not only are critical heals more healing for the same spell cost, it can actually act as mana regen (water shield procs) and also an extra heal (ancestral awakening). Mastery is a bit of a black sheep currently, although the idea behind the mechanic has potential. Basically put, mastery increases our healing output based on how much life the target needs. Simpler yet, the more hurt someone is the more we heal. When the dust settles we have a somewhat clear picture of stat weights.
Intellect > Spirit > Haste (12.51% or 871) > Mastery (50%) > Crit
This scale is subject to change.
Talents
Probably the most globally impactful change Blizzard has made to this game for MOP is the changes to the talent system. Gone are the days of getting many points to put into a tree as well as learning spells at a trainer. Now we get 6 talent points (one for each 15 levels we increase) and all other spells are learned automatically. Some of these are class specific, others depend on your specialization.
There is no right or wrong spec, to a degree. There are certainly better choices than others and some gray area. I’d like to cover what I have in my talent book and why. You might have another reason all together and that is fine – really that is what Blizzard intended. I personally don’t like it but then again those kinds of decisions are outside of my pay grade.
Tier 1 – Level 15
Here you get to choose between Astral Shift or Stone Bulwark for your personal damage mitigation. I personally took Astral Shift, finding that a large damage reduction cooldown is more useful than smaller absorbs. The bubble I did find immensely useful while leveling but having basically a tank cooldown for a healer is clutch.
Tier 2 – Level 30
This tier is about movement control. Our two contenders are on opposite ends of the utility scale and either can be beneficial. Earthgrab Totem is basically an Earthbind Totem plus AOE root all in one. I use this if adds are released while I’m healing, I’ll position the Earthgrab between myself and the mobs – hopefully the tank can pick them up more easily and save them from chopping my face off. Your other choice is Windwalk Totem which grants movement impairing immunity to anyone in range for 6 seconds. Extremely worthwhile in a fight were movement impairing occurs, and totally worthless otherwise.
Tier 3 – Level 45
This tier just sucks. The two contenders used to be Call of the Elements or Totemic Restoration. You might be thinking “Hey Azzafex, that Call of the Elements sounds AMAZING!” but hold on there, little Billy. If you are thinking you can do back to back Mana Tide Totems, Healing Tide Totems, or Spirit Link Totems – think again! The only totems it affects are Capacitor Totem, Grounding Totem, Earthgrab Totem, Tremor Totem, and Healing Stream Totem making it lackluster at best. Totemic Restoration is but a cheap consolation prize to fill the void that was once greatness. (and if you say “hey what about Totemic Projection: I will build a bridge, then jump off it…..naked)
Tier 4 – Level 60
This tier makes up for the horridness of T3 in a big way. Here are three awesome talents. First we have Elemental Mastery. This is your own personal Bloodlust. Seriously….that’s it. That should make your nipples hard just thinking about it. Second up we have Ancestral Swiftness. This replaces our Nature’s Swiftness and gives us the ability to instant cast a spell every 60 seconds. On top of that it grants 5% haste. I think I love you. Last up is Echo of the Elements. This will occasionally duplicate a healing spell effect. This spell is totally passive and depending on which ability it duplicated could be a tremendous asset. I picked Ancestral Swiftness because I like the 5% haste and instant heal – I think it’s the best option however none of them are bad at all.
Tier 5 – Level 75
This is our healing cooldown tier. The clear winner is Healing Tide Totem, however Conductivity could still be developed further and become awesome. As it is, the only time it would be super effective is if the whole raid is stacked up – how often that happens is anyone’s guess but it’s probably not worth losing the utility of Healing Tide. Conductivity just seems like it started as a great idea and the development didn’t follow through. This is very similar to Telluric Currents in early Cata.
Tier 6 – 90
This tier is kind of boring for us resto’s. I chose Unleashed Fury because I utilize the buff from Unleash Weapon rather often. I guess one could argue that Elemental Blast is useful but I don’t really want to be casting that spell all the time to maintain the 3500 haste/crit/mastery buff. With all the time wasted casting Elemental Blast, seems like a wash to me. This is probably a great enhancement spell to use with a maelstrom proc.
Glyphs
There are a few acceptable combinations here in the glyph department, just another product of Blizzard making this game full of “no wrong answers” and whatnot. The prime glyph spot has been retired and we’ve moved back to Major and Minor glyphs. Keep in mind that like talents, these are designed to be modified on the glyph with a Tome. So you can literally use a different team of glyphs for every single boss you encounter.
Glyph of Water Shield
– This glyph trades 15% of passive regen for 50% more reactive regen. Provided you are taking SOME kind of damage at least once every few minutes, this glyph will increase the output of your Water Shield. There are very few fights where damage is completely unavoidable so I would recommend this glyph highly. Even at higher spirit levels (Water Shield in no way uses spirit) you should use this glyph.
Glyph of Healing Wave
– It’s the same old healing wave glyph. You heal someone, it heals you. This is just a handy glyph to have and you’ll never even be aware of it. It provides a nice buff during AE damage and lets you continue to heal other players longer without having to worry about your own survival.
Glyph of Riptide
– This is one of my favorite new glyphs. When glyphed the cooldown is removed on RT at the cost of 90% of the upfront heal. Now many of you might not want to give that up, however I recommend it. If you talent correctly (by taking Elemental Fury) you can more than make up for the loss of the upfront heal and now you have the added benefit of rolling RT hots on as many players as you want. It’s also great for keeping up your Tidal Waves without having to prematurely refresh a RT on an existing player.
Glyph of Cleansing Waters
– Now that our dispel has a long cooldown, we are not using this as much. This glyph is probably really good in PVP when you use a dispel every cooldown but has limited use in PVE applications.
Glyph of Chaining
– This is an interesting glyph. It gives chain heal a cooldown (4 seconds) but allows the jump distance to be increased by 100%. Depending on how often you use chain heal, this might be a very worthwhile glyph. If anything, when you move from 5 mans to raids, swap out your Glyph of Healing Wave for this one.
Glyph of Healing Stream Totem
– This will grant a 10% decrease in fire, frost, and nature damage when your HTT heals a target. Again, this is more like a pvp glyph that has limited uses in the pve world. I would skip this one.
As for your minor glyphs, just go nuts. They have no real application today for PVE and are either situational mods (e.g. your lava lash won’t spread flame shock) or cosmetic (e.g. you can make your chain heal look like a water beam). Any choice here is right.
Flair
This section will cover your gems, enchants, and consumables. This is where attention to detail can make a good shaman great. As with any situation there are many variables and nothing is set in stone however this will serve as a great launching point. Also something to note, I was going to include Reforging in this area but honestly there isn't a reason to include it. If you can follow your stat weighting or use an optimizer like Ask Mr. Robot (more on him later) the daunting task of playing Reforging Jigsaw Puzzle becomes much simpler.
Gems
In terms of stat weight, gemming for resto is much different than before. It seems that the secondary stats have enough in terms of value to create a situation where hybrid gems are back in style. Of course my rule of thumb is, gem for what you need but for the sake of min/max below are your best choices. When you first hit 90 you may need more spirit. After some time you may need to bleed some spirit. Don’t be afraid to say “I need more spirit so I’m going to gem for spirit”. That is the right thing to do, especially early on.
Meta Gem:
Revitalizing Primal Diamond
Red Slot:
Purified Imperial Amethyst
Brilliant Primordial Ruby
Blue Slot:
Sparkling Rivers Heart
Purified Imperial Amethyst
Yellow Slot:
Energized Wild Jade
Quick Sun’s Radiance
Enchants
Shoulders:
Greater Crane Wing Inscription
Back:
Superior Intellect
Chest:
Glorious Stats
Wrist:
Super Intellect
Hands:
Superior Mastery
Waist:
Living Steel Belt Buckle
Legs:
Greater Pearlescent Spellthread
Feet:
Pandaren’s Step
Main Hand:
Jade Spirit
Off Hand:
Major Intellect
Consumables
Food:
Mogu Fish Stew
(Intellect)
Steamed Crab Surprise
(Spirit)
Flasks:
Flask of the Warm Sun
(Intellect)
Flask of Falling Leaves
(Spirit)
Pre-raid Gear List
Coming soon!
Addons / Resources
Addons:
Healing UI - There are several choices for healing UI's today. With Blizzard revamping the in game raid ui, some people are simply utilizing
Clique
for healing. There are several packages that people use as well. Clique / Grid,
VuhDo
, and
Healbot
are just a few examples. They basically accomplish the same thing.
WeakAuras
- Set on screen indicators for procs and shields. This can also be used to set up situational warnings. For instance, I have an alert that displays an onscreen warning when I reach 60% mana. This allows me to better manage my mana supply. For more examples of how to use WeakAuras, see this
short video
.
OmniCC
- This adds a numerical countdown on your actionbar for ability and item cooldowns. It can be just a nice polishing touch. This addon builds itself into any UI so effectively sometimes I even forget it is there. When I log on to a toon that doesn't use it, I'm mildly irritated until I remember to turn it on. lol
Quartz
- This is a cast bar replacement. I highly recommend this addon if you modify your UI in any way. Quartz allows you to move your cast bar to other locations and customize the look of it. You can also set, relocate and customize cast bars for focus target and enemies. If you use some kind of action bar addon, this is almost required.
Resources:
Wowhead
WowWiki
Elitest Jerks
MMO Champion
Ask Mr. Robot
Fin
There you have it. This should get you off the ground healing fairly well. Like I said before about healing, you can have all the knowledge in the world but without tangible experience it means nothing. Healing (and being skilled in it) can be one of the more rewarding roles in this game, in some regard even more so than tanking. Regardless of the chatter that shamans are lacking in healing, we all make our destiny. Show them that you are more than a Bloodlust and remember to always have fun.
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评论
评论来自
Ashelia
Great guide! I would suggest a table of contents and some images--but otherwise it's wonderful =)
评论来自
865823
Awesome guide. Keep up the good work, and keep 'em coming
评论来自
d2thomas
lol you can do that? I'll see what I can do!
评论来自
greywolfsage
Just wanna point out that:
Glyphed Healing Stream/Resistance Totem shares only 2 of the 3 with Paladins Resist Aura. You also missed the link.
The Nature resist of the Totem still applies, but that's also shared by Hunter's Aspect of the Wild.
评论来自
880580
Very good guide and the best part is that there are pics^^
评论来自
977314
This guide has helped me to plan out my Resto Shaman. I prefer being the healer in groups and until now thought that the Resto Druid was the best choice but now I can have two options and not feel so stagnant with my class choice. The guide was well put together and I could follow it easily. Thanks for a great job. ^_^
评论来自
LadyMorticia
I've found this guide helpful and I really loved the picture's you have, very funny!
评论来自
678904
For you're chest enchant, would Mighty/Peerless stats be better ?
评论来自
165655
Very good guide. Helped me get back into shaman healing, as I haven't done much since BC. Just as a suggestion though, have a proofreader, the errors drove me nuts. (Eg. "affect" != "effect." ) Not many, so don't sweat it.
评论来自
saras393
Nice guide but I also have a question...under Flair I read this " If you can follow your stat weighting or use an optimizer like Ask Mr. Robot (more on him later) the daunting task of playing Reforging Jigsaw Puzzle becomes much simpler." But I never saw more on him later besides a link under your resources. I will admit I have and do use Mr. Robot all the time but currently I am wondering about his PvE resto build because of this:
PvE: Temporary Weights
Spirit > Haste (12.5%) > Mastery > Haste > Crit
These weights are a guess, based on past experience. Mr. Robot is working hard to finish a mathematical model of Restoration Shamans. Look for new weights and some theorycraft information soon!
To me it doesn't look like they are sure on the weights. Therefore I was wondering if it is still the best...whats your opinion.
评论来自
Elvoran
During the 90-Tier Talents you don't seem to mention
Primal Elementalist
at all.
Primal Elementalist
is actually surprisingly good. If you use both elementals in a row in order to
Empower
/
Reinforce
yourself then you have 2 minutes of +10% Healing (works with Totems) on a 5 minute cooldown.
So that's a 40% uptime, and it averages to +4% healing.
Furthermore there's no mana spent save for casting the initial Elementals and that's the only time you spend a GCD on it as opposed to using
Unleash Life
on every available cooldown. Also if you use a
Glyphed
Totemic Recall
you can use it on the last second if you're aware of its duration.
评论来自
1071515
Nice guide, i got to agree with the person prior that PE i have found is a lot better for a typical resto shaman for both it giving increased healing so it gave a shaman the ability to be a hybrid role, where they can heal a tank or raid heal plus giving additional damage.
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我们用
Wowhead 客户端
保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧。
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。