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[Legion] Leveling for main spec healers: what spec to choose

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I already leveled a resto shaman on Beta to lvl 110 some time ago and was waiting to be closer to prepatch to write about my leveling experience and give some tips to fellow healers but today found out that Dayani already did it in her great and deep article "Legion Beta: Leveling as a Healer – The Surprising Result I Can’t Explain and You Won’t Believe!" (all credit goes to Dayani).

I highly recommend to read the article and confirm that my experience in leveling was pretty much the same up to level 110.

For those who prefer it short:

1. There's no noticeable difference in efficiency whether you choose to level in resto or ele spec.

2. There is a difference in leveling approach:

- ele shaman is much more fragile and has to take healing/drinking breaks but the playstile is more engaging.

- resto shaman is literally unkillable, time to kill regular mobs is pretty similar to ele but killing fat mobs and elites takes ages due to lack of dps CDs/totems.

- choose you personal preference: higher dps but more time between pulls vs lower dps with no breaks between pulls. The difference in dps is not that big: I'd say most of time it's about 20-30%.

3. On level 102 you will get your off-spec Artifacts (quests in the Class Order Hall) so don't worry about being stuck in dps spec until 110 level or not being able to heal leveling dungeons.

4. The waste majority of Artifact power you will gain, are usable items so just switch to the "right" spec to apply them (you automatically switch to the appropriate Artifact when changing spec).

There are some quests that apply Artifact power to your currently equipped Artifact right away but it's such a minor amount of power, you shouldn't bother about it.

5. Artifact Relics: Every time you'll see a Relic choice as a quest reward, you can switch specs to check how it changes (sometimes it does, sometimes it doesn't) and make your decision. Then just grab the reward in appropriate spec.

6. You can upgrade your off-spec (dps) Artifact during leveling: the amount of Power used to activate traits growth exponential in the way that activating first 13 traits on off weapon will take less Power than activating Trait 14 on the main weapon.

You can check the math in this thread (thanks and credit goes to Zagam).

7. Better not to spread activated traits between different lines of progression on your main Artifact during leveling: in this case the price of your first Gold Trait would be pretty much unbearable. Choose one line and fill it up to the Gold Trait that will boost your healing in a powerful way.

8. I'd suggest to use Artifact Calculator before spending Power because to drop and rearrange currently activated traits will cost you the last applied amount of Power (at least in the current Beta build, meaning: if the last activated trait costed you 340 Power - it will be the cost of rearrangement, if the last activated trait costed you 15000 Power - it will be the price).

TL;DR: level in whatever spec you want, it wouldn't affect in any way your end-game experience. The leveling efficiency (time spent) is roughly the same for both healing and dps specs.

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Some thoughts by Gardiff @ MMOChamp too:

Quote

Definitely going to do enhancement on live and definitely am going to use all the AP I gain questing on the enhancement spec since with the changes they have made recently, there is very little advantage to hoard the questingAP. The first 11 points combined cost less than the 14th point in the artifact (and about 1/6 of the 18th point) and so there is very little you will gain by hoarding all your AP items and using them on your resto spec. 

Since there is no real 'limit' to how much AP you can gain at any point apart from the amount of time you decide to play your character, there is very little reason to gimp yourself in the leveling process with the meager amount of AP you get from the quests, especially when enhancement can get some very amazing early artifact talents (relative to resto) that make leveling much more fluid. Though they did say they will be nerfing alpha wolves, I still believe it will be incredibly potent. These are my experiences anyway from leveling on beta, everyone will feel differently on what 'fast' means. 

However, the bigger reason for me is not the leveling process. At 110, healers don't scale as well as DPS. They are still behind on the leveling process, but its not as far apart. I can still burst 400-500k (and sustain 250-300k) on my enhance on certain quests while my resto shaman can't reach 100k. Between things like the suramar scenario and just basic world quests, things at 110 will be very slow as resto. You may be able to rely on tagging, but with a 6 second flame shock CD, we are not really the best healing class to be tagging multiple mobs to get credit.

Quote

From what I have leveled, I was able to get the first spirit wolf trait from questing and about 1 point shy of getting the 2nd trait. This is ~11 points by the time you get to 110. I am going to pretty much reach 13 points in enhance at which point there is a rapid spike from 1000 to 6800 or so which also coincides with enhance's 1st gold artifact along with its 2nd 'solo' point artifact (both of which are strong). 

After that, I am going to start leveling resto mainly. Eventually when knowledge kicks in, I will probably continue with enhance (a month or two). I never felt weak starting off heroics as resto with a 0 point artifact. Once at 110, you'll be surprised how rapid the gains come from some quests in suramar (which are not knowledge-based and so they just provide a large flat amount). 

I should add though that there is one thing that you need to take into account . Blizzard recently changed the final 20 points of each artifact. Previously they used to be 0.5% incremental increases in damage (or healing if resto). Now, it starts at a baseline of 5% and then goes up by increments of 0.5%. That is pretty massive all things considered to get the FIRST 5% boost. The 0.5% increments after are pretty small. So yeah after the first 12 or 13 points of enhance, it will be pure resto for me. Things felt pretty good with the 13 points. Ideally you would pick up the other 'solo' artifact for enhance, but that is 4 additional points and that will be pushing it since there is that massive spike and you will want to try to get to your 2nd gold artifact as resto before mythic raids hit. 

 

Edited by Azretha
Formatting.

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    • By Sajakain

      First off, welcome! I am Sajakain and my main class has always been a warrior with the very first one being a Night Elf on the EU realms. I started toward the end of Vanilla and the start of Burning Crusade. Primarily I fancy the DPS side of the Warrior and it's what I feel I do best. From time to time I have dabbled in tanking but we'll leave that aspect to Estarriol.
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      It is worth noting that, as you progress with your Warrior or conduct your own research you may find something in this guide that doesn't make sense or... may actually be wrong. That's completely acceptable by me and, with such questioning, I'd be glad to sit down with you and discuss your findings and questions over a mug of whatever the Brew of the Month is at the time while we figure out what's right.
      With all this being said, let's get to the guide! I hope you enjoy reading this as much as I enjoyed composing it.
       
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      Icy Veins: Arms Warrior Guide SimulationCraft MMO Champion Warrior Forum Board The Arms Compendium Warrior Discord  
        1. Which does more damage: Arms or Fury?   This discussion is pretty heated more often than not and, frankly, comes down to results compiled by SimulationCraft. As such, people generally take these results and use it to determine which spec they'll play.

      I cannot give this question justice better than that of what Azortharion has said. In relation to the question of "Does anyone have a class/spec DPS comparison sim?" he said this:
           

      Alliance:
      Draenei: Heroic Presence Dwarf: Might of the Mountain, Stoneform Gnome: Expansive Mind, Nimble Fingers Human: Every Man for Himself, The Human Spirit Night Elf: Quickness, Touch of Elune Worgen: Viciousness Horde:
      Blood Elf: Arcane Torrent, Arcane Acuity Goblin: Time is Money Orc: Blood Fury Tauren: Brawn, Endurance, War Stomp Troll: Berserking Undead: Touch of the Grave, Will of the Forsaken Neutral:
      Pandaren: Epicurean,
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      Talents, starting in patch 7.0.3, have moved closer to Blizzard's goal of personal choice. Each choice you make can be beneficial in respective situations. Use your best judgement of your needs (or your raid's needs) and select the appropriate talent.
      Speculation Note: It is advisable to run simulations as you obtain gear for talent choices. As always - select the talent that is most appropriate for the encounter you are facing and your raid team's needs. These choices are based off current simulations and a "Patchwerk" style fight. They can change very quickly with hotfixes and class changes implemented by Blizzard.
      The talent choices that are suggested here are for a Rend build. It's worth noting that there are other viable builds to the Arms spec if this rotation / playstyle does not suit your preferences.
       
      Tier 1 / Level 15:
      Dauntless: Your abilities cost 10% less Rage. Overpower: Overpowers the enemy, causing 375% Physical damage. Cannot be blocked, dodged or parried, and has a 60% increased chance to critically strike. Your other melee abilities have a chance to activate Overpower. Sweeping Strikes: Mortal Strike and Execute hit 2 additional nearby targets. Dauntless is the preferred choice here. Overpower is also viable, at a potential DPS loss, if you wish to have more activity in your rotation / playstyle. For multiple target situations, you will be switching to Sweeping Strikes.
       
      Tier 2 / Level 30:
      Shockwave: Sends a wave of force in a frontal cone, causing [(125% of Attack Power) * 1.25] damage and stunning all enemies within 10 yards for 4 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets. Storm Bolt: Hurls your weapon at an emey, causing 60% Physical damage and stunning for 4 sec. Deals quadruple damage to targets permanently immune to stuns. Double Time: You can use Charge twice in a row, but it can only grant Rage once every 12 sec. Each use has a 20 sec recharge time. Double Time is the go-to here in most situations. Shockwave is useful for Mythic+ dungeons.
       
      Tier 3 / Level 45:
      Trauma: Slam, Whirlwind, and Execute now cause the target to bleed for 20% additional damage over 6 sec. Multiple uses accumulate increased damage. Rend: Wounds the target, causing 150% Physical damage instantly and an additional (1000% of Attack Power) Bleed damage over 8 sec. Avatar: Transform into a colossus for 20 sec, causing you to deal 20% increased damage and removing all roots and snares. As the recommendations of this build are centered around Rend, it is the required talent here. In an alternate build / playstyle, however, you can opt for Trauma. In a couple of encounters, Trauma actually proves to perform better than Rend.

      Tier 4 / Level 60:
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      Tier 5 / Level 75:
      Fervor of Battle: Whirlwind deals 80% increased damage to your primary target. Mortal Combo: Mortal Strike now has a maximum of 2 charges. Titanic Might: Increases the duration of Colossus Smash by 8 sec. and reduces its cooldown by 8 sec. The recommended talent here is Titanic Might. As mentioned above, you can also select Fervor of Battle as another viable option.

      Tier 6 / Level 90:
      Deadly Calm: Battle Cry also reduces the Rage cost of your abilities by 75% for the duration. In For The Kill: Colossus Smash grants you 10% Haste for 8 sec. Focused Rage: Focus your rage on your next Mortal Strike, increasing its damage by 30%, stacking up to 3 times. Unaffected by the global cooldown. For this tier you will want In For The Kill. It's worth nothing that your artifact ability, Warbreaker, can also trigger this buff.

      Tier 7 / Level 100:
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      While the above talent choices are the overall recommended, I'll let you know which talents are doing the best for each specific encounter in Tomb currently. Keep in mind that this data is pulled from Warcraft Logs and is for the Heroic versions of these encounters. While it is assumed these can also work for Normal / LFR, Mythic encounters may require different set ups. You can check out what players are using for Mythic encounters by reviewing the data here: Click me!
      It is also worth noting that some talents do not change, except for very specific reasons, regardless of the encounter. These talents remain the same throughout and they are:
      Tier 2: Double Time Tier 4: Bounding Stride Tier 5: Titanic Might Tier 6: In For The Kill
       
          

      This is one of the most discussed topics I come across. I considered putting this in the "F.A.Q." section but, in my opinion, it is so important that I gave it it's own section. Stat weights are pretty straight forward for an Arms Warrior. Before I get to that, however, let's look at the stats and how they directly affect our warrior, shall we?
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      With Tier 20, it changes slightly to 20% Haste (10% if you've taken the recommend In For The Kill talent) > Mastery > Haste >= Critical Strike = Strength = Versatility.
      Important Note: Stat weights change constantly based on your gear. It is highly recommended that you download and use the latest version of Simulation Craft to gauge your personal stat weights as you obtain new gear. Over time you may see a need to gear toward one stat over another as you approach certain percentages. This is a somewhat complicated concept and the above priority is for general knowledge and purpose. The best way to get the most out of your warrior is to, again, use Simulation Craft to determine your stat weights.
       

      Single Target Rotation
      This priority system is assuming you've taken the above recommended talents. As stated, this is a priority system and not a strict step-by-step system.
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      Rend if it is not applied to your target. Colossus Smash if not applied to your target / Shattered Defenses isn't up. Execute (From Ayala's Stone Heart proc) Mortal Strike (With Shattered Defenses up / no Executioner's Precision debuff) Slam If you've taken Overpower in your Tier 1 talents, this jumps to #4 in your priority above Mortal Strike.
       
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      Depending on whether or not you have your Tier 20 4PC bonus depends on how you handle your Battle Cry window. In either situation, however, you will want to make sure Colossus Smash is applied to your target prior to using Battle Cry.
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      Without your Tier 20 4PC, Make sure Colossus Smash is applied then then cast Rend -> Battle Cry + Mortal Strike -> Continue normal priority.
       
      Execute Priority
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      Mortal Strike (with x2 Executioner's Precision and Shattered Defenses) Colossus Smash if you don't have Shattered Defenses Execute Overpower (if talented)  

      Multiple Target Rotation
      It's important to note that if you are doing a multiple target rotation you should have changed talents from the ones recommend above if the targets are able to be stacked together. You will change the Tier 1 / Level 15 talent from Dauntless to Sweeping Strikes. If the targets are spread out or cannot be stacked for a duration of time then Dauntless will still be your talent of choice.
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      With the release of 7.2, things have changed for your Artifact Weapon. With a series of quests, you are able to imbue your weapon with power from the Council of Six making it stronger to deal with the incoming threat of Kil'Jaeden in the Tomb of Sargeras.
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      Many Will Fall Focus in Battle 4. Deathblow
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      6. One Against Many
      7. Void Cleave
      8. Touch of Zakajz
      9. Defensive Measures
      10. Unbreakable Steel

      Once you complete this path, you will receive a quest that will start a small series to empower your weapon. It will start with the quest The Broken Shore: Investigating the Legion in which you will need to find a randomly-dropped item: Mysterious Runebound Scroll. Once you find this item you will begin a short quest chain:
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      1. Executioner's Precision
      Arms of the Valarjar Storm of Swords Soul of the Slaughter Executioner's Precision 2. Exploit the Weakness
      3. Deathblow / Crushing Blows / Precise Strikes
      4. One Against Many / Unending Rage / Many Will Fall
      5. Touch of Zakajz / Tactical Advance
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      The only addon that I really deem significant is Weak Auras. You can use it to track literally everything in the game if it's trackable. Use this for boss encounters and, more specifically, monitoring your buffs / debuffs for your Arms Warrior. Important things to track include, but are not limited to:
      Shattered Defenses Colossus Smash Executioner's Precision Rend Battle Cry Potion of the Old War ____________________________________________
      Change Log:
      7/17/2016: Original Post
      7/19/2016: Updated Post to reflect similarities in IV's Guide on Talents and Stat weights where needed.
      7/31/2016: Updated for recent simulation results in talent choices and stat priority. Also updated Addons.
      8/27/2016: Added Artifact path information.
      9/4/2016: Updated Stat Priorities, Rotation, Artifact Path, and Macros.
      9/18/20126: Updated Links of Interest, Stat Priorities, & Rotation Priority sections.
      9/27/2016: Updated FAQ and Macros sections.
      10/26/2016: Updated Macros section.
      12/08/2016: FAQ, Talents, Rotation, Macro sections updated.
      3/30/2017: Artifact Path updated for 7.2 changes.
      6/15/2017: Talents, Stats, & Rotation sections updated due to 7.2.5 changes to the Arms specialization.
      8/2/2017: Talents & Rotation sections updated to Rend Build. Included Fight Specific Talent choices. Addons updated. Removed Macros section.
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